ninetailschris said:
SubiyaCryolite said:
ninetailschris said:
SubiyaCryolite said: Renegade has released one game on Wii U. Mutant Muds, it has cutting edge graphics, is clearly pushing the system and must be powered by fairly complex code. I mean, just look at it. *sarcasm* |
I feel like if I respond this I can respond to similar post.
I don't know if you ever took a course in computer programming or computer information. I'm currently taking a course in cyber security and computer programing is my field.
When you tell some "your making weak software that won't push the system." You don't realize how dumb that is as an argument. You do not know that, we you get the system with the manuals by the indualivual parts by the hardware manufacturer? You get the development tools to see what exactly the system can do by checking the system settings and testing it with software that isn't an actual game engine. The fact that he said he couldn't even put "hello world" which doesn't push the CPU in anyway, was testament that it was fake. C++ coding which is the standarded for all video game programming and just putting in following for hello world.
#include
int main()
{ std::cout << "Hello World!n"; system("PAUSE"); return 0; }
Isn't a problem if the system itself boots up and goes into development mode. Unless there dev kit just didn't work it's almost impossible for it to not work. Your ignorant of the facts of c++ and general programing, isn't supported by the fact of how big the team is.
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I'm a software developer working on a National EHR. I think I have a fair idea of how complex it is to create/port one type of app to a different platform or two. I also made a simple 2D game during my free time in college and I'm making a 2.5D game right now on a custom made OpenGl 3 engine. I ported my first game to android in practically a week. I wouldnt event want to port this newer one over.
Hello World in 3D programming starts with a triangle or basic quad. Games however aren't made of that alone. You have to port over your meshes, textures, shaders and matrices. You have to determine optimum resolutions and estimate the upper limit of what you can do instancing and particle wise etc. Trying to do that without proper documentation on a proprietary graphics API must be nightmare. Its more or less shooting in the dark, and those compilation times wont help during that iterative process. Its much worse on a custom engine versus Unity or UE3.
Try doing a hello world with a basic mesh in OpenGL 3 without proper documentation and let's see how well that goes for you.
Do the same for a 2D game using something like SDL and sprites tell me which is a better benchmark for ease of use and difficulty.
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OpenGL to a season veteran on any current system is possible to do hello world. I had to do project a couple of weeks ago were we had do a basic number game and didn't require any of system power to complete. I agree that if images and other stuff like physics get involved it can be problem. But them saying getting "hello world" is a simple prompt and if the developments kits are available it shouldn't be a problem. If it starts up it literally should work unless defective.
I should point out some developers even pointed out it was never that bad. Indy or not making simple "hello world" doesn't take tech expert. OpenGL 3 doesn't explain the "hello world" I could do that almost any system without reading any documentation. The "hello world" example is basic text with the words "hello world" and nothing else. It's a basic test to see if everything running properly on OpenGL, Visual Basic/Professional, Java, etc. Literally the only way it wouldn't work if the kit doesn't boot up to the development tool.
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They said "... then tried to get a simple 'hello world' type game running, which proved harder than you might think". Not a literal "Hello World" on the screen. Which implies textures/physics and everything else.
This is what hello world looks like in regards to 3D programming, and this is just the raw basics. I wouldn't want this in a complex project with one week turnaround time for queries. However, that was around launch so it shouldnt be an issue now but puts the early ports into context as well as eliminates the "Lazy Dev" slogan thats so easily blurted out with no real understanding of what goes on behind the scenes.
Imagine a 3D Hello World as Assassins Creed loading screens. The basics but not nearly as complex as a full game.
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-1-opening-a-window/
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-2-the-first-triangle/
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-4-a-colored-cube/
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-6-keyboard-and-mouse/
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-7-model-loading/
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-8-basic-shading/