Hey, as we know here are some ppl doing home programming in D3D/OpenGL/XNA (besides Galaxy etc.) so ...
Iam looking for decent book/online doc(please no copy&paste tutorials <.<) for introducing shaders (Pixel Shaders, Vertex Shaders (, Compute Shaders)) latest not really required due to introduction in OpenGL3 & D3D11 and the similarity to the previous ones.
steamworks (the part of steam for development) works closely with the developers to bring their product to sale( so far i heard from indie devs ), they also test your software (demo or full) first to see what price matches (if your choice is too high), and the part with ads - well, what you think is better? Seeing your game on steam, on frontpage (new releases) for approx 2weeks, or somewhere in stores in the lower left corner of the shelf; indie games don't get that much advertise through the publisher(just after they've shown successful - Super Meat Boy, Goosegogs, Braid, etc.), might some interviews are organized from dev-to-magazine or smth like that; steam just decreases the time until your game gets attention, in both way neg and positive
Steam publishing is a good way to get your game attention for indie games, it's actually better than any publisher can do, as indie games do not get any high ads anywhere ... once your game runs there
Meeting this people, either have luck and met them by chance ... or go to conferences (GDC ie.), or other conventions and talk to them ... they are just human too and as long as you don't bully them why should they refuse :o (other than they currently being interviewed or smth like that)
that ain't true europe has some serious companies especially the Scandinavian countries have some famous ones ; but yeah in comprehension to NA(Canada+US) we are far behind in both companies and offered education
Btw. possible side-choices for game industry :
Math (Programmers) - with some self-teaching data types or side courses in computer science
Physics (Programmers) - with some self-teaching data types or side courses in computer science
If you want to focus on game programming; learn a basic language first; game programming is more about API and all that stuff (directx, opengl as basics and/or additional engine(s) ) ; but without basics you will struggle at init of the API
to learn basic programming either go hardcore and directly Cpp ; learn everything about your IDE, OOP, Pointers, Classes(including Structs, Enum), algorithms, data types, O-notation, limitations(!) of STD, entry-point - i think I forgot almost 90% of stuff you will need ...
or start with Java and learn the basics there without features which are supported by Cpp ( memory allocation, pointers - correct me if iam wrong and java already is able to do it ) ;
I still suggest to do projecteuler.net it is a decent way to learn basic programming (not solving the latest problems; but the first 20 introduce you into basic programming well and what you will encounter; the next 50 will go further this and so on it "makes" your brain think "that" way)
You could also try C# XNA but i have not much experience with C# other than basic tool programming ; but everyone told me for basic 2d it is a good start and then go over to Cpp
There are typically 3 divisions of job offers in software engineering: Junior (Starters - but sometimes already requires 1year experience) , Senior (Experienced) , Lead (Senior with team management)
If you are interested in learning a new language, but have certain programming skills already achieved - go to http://projecteuler.net/ and do some problems there
just as information:
there will be soon be a newer/other version of localizer available which supports different kind of localization / multi-lingual localization and further options ; this is ofc not yet final or anywhere near release but the concept is
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Nvm , ... found free books on Nvidia site ( http://developer.nvidia.com/object/cg_tutorial_home.html )
But still would be nice if there were more books you can recommend.
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Hey, as we know here are some ppl doing home programming in D3D/OpenGL/XNA (besides Galaxy etc.) so ...
Iam looking for decent book/online doc(please no copy&paste tutorials <.<) for introducing shaders (Pixel Shaders, Vertex Shaders (, Compute Shaders)) latest not really required due to introduction in OpenGL3 & D3D11 and the similarity to the previous ones.
I would prefer docs/books using HLSL or Cg
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@DragOnGamer626: Go
not directly - it could have multiple cases for that happening:
but still time on steam page / anywhere brings your game attention -> possible purchases -> fans
but you might lose some income due to the fact ppl still deny steam for being the incarnation of the devil himself and all that ...
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@DragOnGamer626: Go
a bit sarcasm - but not intended
steamworks (the part of steam for development) works closely with the developers to bring their product to sale( so far i heard from indie devs ), they also test your software (demo or full) first to see what price matches (if your choice is too high), and the part with ads - well, what you think is better? Seeing your game on steam, on frontpage (new releases) for approx 2weeks, or somewhere in stores in the lower left corner of the shelf; indie games don't get that much advertise through the publisher(just after they've shown successful - Super Meat Boy, Goosegogs, Braid, etc.), might some interviews are organized from dev-to-magazine or smth like that; steam just decreases the time until your game gets attention, in both way neg and positive
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Steam publishing is a good way to get your game attention for indie games, it's actually better than any publisher can do, as indie games do not get any high ads anywhere ... once your game runs there
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Would try to survive.
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@Zantai: Go
Meeting this people, either have luck and met them by chance ... or go to conferences (GDC ie.), or other conventions and talk to them ... they are just human too and as long as you don't bully them why should they refuse :o (other than they currently being interviewed or smth like that)
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@Reaper872: Go
i5-2400 (which is preferable if you don't OC yourself)
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@Lonami: Go
that ain't true europe has some serious companies especially the Scandinavian countries have some famous ones ; but yeah in comprehension to NA(Canada+US) we are far behind in both companies and offered education
Btw. possible side-choices for game industry :
note that this is personal opinion ;
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try another node/server
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@Reaper872: Go
If you want to focus on game programming; learn a basic language first; game programming is more about API and all that stuff (directx, opengl as basics and/or additional engine(s) ) ; but without basics you will struggle at init of the API
to learn basic programming either go hardcore and directly Cpp ; learn everything about your IDE, OOP, Pointers, Classes(including Structs, Enum), algorithms, data types, O-notation, limitations(!) of STD, entry-point - i think I forgot almost 90% of stuff you will need ...
or start with Java and learn the basics there without features which are supported by Cpp ( memory allocation, pointers - correct me if iam wrong and java already is able to do it ) ;
I still suggest to do projecteuler.net it is a decent way to learn basic programming (not solving the latest problems; but the first 20 introduce you into basic programming well and what you will encounter; the next 50 will go further this and so on it "makes" your brain think "that" way)
You could also try C# XNA but i have not much experience with C# other than basic tool programming ; but everyone told me for basic 2d it is a good start and then go over to Cpp
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@Tolkfan: Go
There are typically 3 divisions of job offers in software engineering: Junior (Starters - but sometimes already requires 1year experience) , Senior (Experienced) , Lead (Senior with team management)
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And what you call basic games ?
If you are interested in learning a new language, but have certain programming skills already achieved - go to http://projecteuler.net/ and do some problems there
0
just as information: there will be soon be a newer/other version of localizer available which supports different kind of localization / multi-lingual localization and further options ; this is ofc not yet final or anywhere near release but the concept is
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@Exaken: Go
Like everything else, gravitation solves the problem