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Game development is hard (part 3)

Even though game development is always fun and exciting, it can also feel very  frustrating. It takes a lot of time to put in, a lot of effort, pacing team work, brilliant ideas of productivity from the team, innovation, cleverness, and more than everything, being prepared to put in a lot of hard work and work hard. This is of course from one perspective very fun and interesting as well, but it also causes tons of frustration. And just like fun and excitement are emotions, so are frustration, pain and deadlines fear, which all are included in game making and development. A good way to try and start overcoming that would be graph team meetings. Working on a single company graph, like game math division, and try make a discussion on how to improve the business, employer's assignments, team work, and most importantly planning. Real learning c++ and gaining experience on it does not come from learning tutorials, forums and books. But applying what is read, by practing coding and build...

Game development is hard (part 2)

People understand the game development as something very exciting, and it is, but that doesn't make it an easy task, in fact far from it. All game development, especially coding is hard. And all good games that were ever made, were or are big projects. It takes money and effort to make an out-standing game, that will people will play for decades.  Personally, I find coding the hardest part of all game development. Most people think that becoming and being a coder only requires schooling, learning coding every day and coding. But the truth is that coding is hard. It takes a lot of studying and coding. Having a MIT degree won't hurt anyone, either. Game coder is a vital and crucial position in a game development team of a business or a corporate company. The most important part of the development team, in other words. I am not saying that game art and level design and game design are not hard either, but coding is a notable exception. My main advice when it comes to coding, is: 1...

Object render, part 5

Object colors To render objects textures and models and their colors, first pick 16 bit or RGB method for selecting the color. There are color zones. Basically, three dimensional textures with static fiiltering, which translates the two dimensional picture into a polygon mesh. The poligons are just custom triangles, but they are also triangles with angles that have to be set as well. There are no random angles. And most polygons have more than one color, or multiple of the similar type. To render object colors, they have to be first properly resolution pixel assigned. int render_color(int object_id,, int red, int green, int blue) {     draw(red, green, blue,object_id*10);;     return last_draw(); } Called right after assembly assignment: int re_fresh_resolution(int first, int second,   int red, int green, int blue ) {     draw_pixel(820,640,draw( red, green, blue , 1));     return last_draw(1); } Along with: class ColorNode {   ...

object render, part 4

Object is either two dimensional, or three dimensional. Even abstract ones. People imagine c++ game objects as a part of a class on a graph chart, to understand the game and development mechanics. But they are really two dimensional, iso metric or three dimensional. They can be seen on the level or the level map, in other words, about 90% of used classes. Even server objects can be seen on the game, if there is any blue print or underlying real world net working mechanism. So in other words, the class objects can be used in game. They have to be dimensional. //PvE class Monster {     std::vector<int>  head_memory{};     std::vector<int> body_particles{}; public:     int get_memory(int element);     int get_particles(int element);     int get_head_memory_size();;     int get_body_particles_size(); }; Monster's head memory is used for AI render, the body particles list is used for rendering. 60 frames per second...

Game development is hard

Just having a giant budget won't automatically make you a good game. There are thousands of decent games out there, but the only games that are truly good, don't require only a lot of money, but mostly a lot of effort. It means a lot of people working on the project, together in a teamwork collaborative effort. AAA or triple A games is what people understand as best games out there. But they are really just games that have most people working on the project in a corporate company and  have an insane budget. But just good cinematics and cool lightning effects won't exactly grant anything more than a decent game. To get to the second level, you'll need to work really hard to achieve any meaningful results. This means time management, strain, focus, concentration and apply what you've learned in school, use and improve your memory skills. Textures are hard to make and just a little bit of beautiful sunshine won't work here.