Things aspiring game programmers want to know

This is a discussion on Things aspiring game programmers want to know within the Game Programming forums, part of the General Programming Boards category; I'm trying to assemble a list of things to write about for my tutorials (I'm thinking about it more and ...

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    Things aspiring game programmers want to know

    I'm trying to assemble a list of things to write about for my tutorials (I'm thinking about it more and more seriously everyday). I don't think I want to cover things winapi programming or setting up OpenGL, rather I'll just use NeHe's basecode or GLUT so I can focus on what's really important.

    It seems every beginning 3d game programmer wants to know how to setup a camera class, and so therefore I think the first thing I will do is write a guide to programming a camera class. It will be a lengthy tutorial, for the reader will also have to write a vector class with all of the necessary overloaded operators, degree conversions, etc. It will explain every aspect including how the equations are derived, but at the same time as short and sweet and to the point as possible. Instead of game tutorials tutorials which are code with some comments, this will be either a powerpoint presentation or a webpage with psuedo code, and the finished product at the end (so the reader can try to write his/her own camera class without having to copy it from someone else. My code will only be there to help the reader get unstuck).

    What else is a basic thing that every aspiring 3dgame programmer would like to know about? The camera class seems like a good tutorial to write, even if it is the only one I ever write.

    EDIT: no matter what format I have, I think there will be links to get into more in depth stuff, so the reader has the choice of learning more, but not feeling like he/she must learn absolutely everything (that can make things worse if you force too much upon them). For instance, I might try to make a blurb about how you can potentially cut down the rotation equations into half, but not putting it into the main part of the tutorial.
    Last edited by Silvercord; 04-12-2003 at 01:45 PM.

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    Pursuing knowledge confuted's Avatar
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    for the basic stuff: shading, going from object space to world space to camera space, textures

    intermediate stuff: shadows, fog, bump mapping, backface culling, collision detection

    advanced stuff: portals, BSP trees (I think that's what they're called), optimization suggestions

    Also, people could probably use suggestions on how to set up the code in a complex game, various suggestions, etc... Perhaps if you feel like it you could throw in some physics stuff...if you want some help with that, PM me, and I'll try to help. I'll add more later if I think of it.
    Away.

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    I am he who is the man! Stan100's Avatar
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    Speaking from truth, for I am an aspiring 3D programmer, we want to know how to make things move. (trying to sound as unexpierienced as possible) I want to make a 3D cube move from point a to point b. With any luck I'd then like to do that, but maybe using the mouse and/or arrow keys. A newbie/aspiring 3D programmer, though it is probably essential, doesn't wanna learn "BSP" whatever. Shading and cameras are good though. BTW, what are you teaching this in: C or C++. And is it in Win, DirectX, Allegro, etc?
    Stan The Man. Beatles fan

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    Originally posted by Stan100
    ...we want to know how to make things move....
    That's kinda covered in the "going from object space to world space to camera space..."
    Away.

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    You download the source from somewhere, and compile it using DJGPP.
    Naturally I didn't feel inspired enough to read all the links for you, since I already slaved away for long hours under a blistering sun pressing the search button after typing four whole words! - Quzah

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    Originally posted by Stan100
    Speaking from truth, for I am an aspiring 3D programmer, we want to know how to make things move. (trying to sound as unexpierienced as possible) I want to make a 3D cube move from point a to point b. With any luck I'd then like to do that, but maybe using the mouse and/or arrow keys. A newbie/aspiring 3D programmer, though it is probably essential, doesn't wanna learn "BSP" whatever. Shading and cameras are good though. BTW, what are you teaching this in: C or C++. And is it in Win, DirectX, Allegro, etc?
    Moving a cube is a very good starting point for aspiring graphics programmers. Of course I am talking about without the aid of OpenGL or Direct3D. I'm talking about a software renderer here. Make a wireframe cube rotating around. Hmm, I wouldn't mind making a tutorial about that if I ever get some free time!

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    I don't know how to control the raster, therefore I don't know how to write a software renderer.

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    Registered User SAMSAM's Avatar
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    1-Use complicated functions & procedures(in opengl)
    within a very very simple program example to be easy
    to grasp for the reader.example use functions pop & push
    matrix in a simple(couple of triangle window) rather than
    a elaborate complex program(like a moving & rotating models).

    2-explain the math behind it, as much as u can.
    or have links for math read on your tutorial about the subject u r teaching.or better yet start your program with a crash course
    on math(matrice,,,,,,,,,,).try not to intimidate the reader with
    complex descriptions of functions or computation.break em
    down to easy to learn segments.

    check tutorials done by digiben on opengl from

    www.gametutorials.com

    its pretty good.

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    Perhaps you could set up the tutorial so that the reader starts by writing something very simple, then modifies those functions a little, then adds more functions, etc, so that all but the new parts will be familiar code and people won't be overwhelmed.
    Away.

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    Registered User SAMSAM's Avatar
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    <<Perhaps you could set up the tutorial so that the reader starts by writing something very simple, then modifies those functions a little, then adds more functions, etc, so that all but the new parts will be familiar code and people won't be overwhel>>

    Yes, thats the way to go.this way the reader will
    be involved with the program as she\he reads on.
    and can build on it as well.

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    The Pantless Man CheesyMoo's Avatar
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    Yeah that sounds like a good style. The book I use does that, it has you learn something new, then apply to this on going program that is finished at the end of the book.

    I would say definatly start with like, showing a 3d Model(or just a 2d picture) and then another that shows how to move it around, and preforms bounds checking for the edge of the screen, I hope I don't sound retarded.
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