Ah, nothing. All seems in order ^_^
Good luck.
(I misread the original post. Hehehe. Oops.)
This is a discussion on When to start 3D Game Programming? within the Game Programming forums, part of the General Programming Boards category; Ah, nothing. All seems in order ^_^ Good luck. (I misread the original post. Hehehe. Oops.)...
Ok. Thanks Elysia! I hope I can reach my dreams. lol
EDIT: By the way, why do people in gamedev.net told me that I should use an existing 3D engine in creating games? I don't get it.
Last edited by m3rk; 04-15-2009 at 04:48 AM.
Yes it is offered by the math department but my degree doesn't require to have it. The last math that is required for my degree is Calculus 2 which is I think all about Integrals.
Hmm at my university it's a required second year course for all science degrees (including computer science), and a first year course for engineering.
That explained everything about my university's standard.
Don't you get electives?
I know of a few universities that don't do maths until very late in the degree. Which is odd, get it down pat in first year and then build on it IMO.
I don't know if there are electives for linear algebra but I hope there's one. I'll try to ask the university if they're offering one.
By the way, anyone here knows can I recommend a good 3D math book that is focuses in 3D graphics programming? I heard that 3D Math Primer for graphics and game development is quite good for a beginner in 3D math.
That's what I would suggest as well. Why roll your own, especially as a beginner? I'd give Irrlicht another try. OpenGL will help you texture, light, and transform polygons, but there's a lot more to 3D graphics and games than that. Irrlicht gives you data loaders and animated cameras and particle systems and many other things for free.
Fortunately, I know how to use simple templates.
Yeah you're right. It takes so much time creating engine. I want to become a graphics(or physics) programmer so I think I'll just focus first in graphics. I want to learn how 3D graphics where done and also want to know how to use shaders which I'm really interested. Maybe few years from now, I'll just convert my 2D games in 3D. By the way, do I need to become a good artist to become a good graphics programmer? I really suck in art (ie. drawing, web designing) so bad.
About Linear Algebra:
I'm starting to love this math! I've read about vectors and scalars lately. It's like an array and the basic is so easy. I've also read how to get the magnitude, how to normalize, how to add, subtract, and multiply. While scanning the book somewhere(lol), I found this dot and cross product which I heard that is related in 3D graphics. So I think I'm on the right track.
Re: learning graphics, if that's what you want to do, go for it! I thought from the Subject line that the primary goal was games. Nothing wrong with learning the nuts and bolts.
Re: being a good artist, heck no! In fact, lots of amateur games are "ruined" by programmer art :-)
Oh, and if you're sticking with OpenGL, check out NeHe's tutorials and google for "Steve Baker OpenGL". He's written some good articles over the years. There are also forums at opengl.org.
Have fun.
Yeah vectors are essentially arrays. And matrices are essentially 2D arrays. It gets a bit mind-twisting at first, but the bits and pieces aren't really too bad.I'm starting to love this math! I've read about vectors and scalars lately. It's like an array and the basic is so easy. I've also read how to get the magnitude, how to normalize, how to add, subtract, and multiply. While scanning the book somewhere(lol), I found this dot and cross product which I heard that is related in 3D graphics. So I think I'm on the right track.
dot products allow you to determine if 2 vectors are perpendicular, which, among other things, allow you to define planes in 3D as all vectors orthogonal to a vector. (ax+by+cz = 0, or dot([a b c], [x, y, z]) = 0)
cross products allow you to find a vector perpendicular to 2 vectors, with a magnitude of sin(theta)*|A|*|B| so you can find, for example, the torque (moment) vector easily from arbitrary force and displacement vectors in 3D (t = cross(F, d)). This can also be done using high school physics (finding components, etc), but linear algebra makes it very easy, especially when you are trying to program a computer to do it.
Because they are a bunch of retarded trolls. No, retarded trolls aren't that bad. They are like the toe jam that a retarded troll wiped on its bed post last week. I dropped in there awhile back and as soon as I started suggesting thing's that werent 'The One and Only Truth', I was banned in short order.
I think Ill have to dig up the specific post that got me banned, but IIRC it involved me suggesting a non-standard solution to a problem when the OP of the thread had specifically stated that 'The One and Only Truth' had already failed, then some 'Ye Olde Pharte' ..........ing that my non-standard solution was non-standard and that the OP should use 'The One and Only Truth' instead. At which point I told 'Ye Olde Pharte' he needed to actually read the OP. It then devolved into him screaming (all caps) that I was just some noob etc etc blah blah and ended with me calling him "a retarded wishnick wannabe that needed to get back under his bridge and let people who wanted to actually help people do all the posting".
Last edited by abachler; 04-16-2009 at 03:18 PM.
Until you can build a working general purpose reprogrammable computer out of basic components from radio shack, you are not fit to call yourself a programmer in my presence. This is cwhizard, signing off.