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Old 31-03-2007, 01:18 AM   #106
madmenno
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Thats actually what i said, but still, i don't think this 20 years will be as succesfull then the past 20. And that will count also when predicting when games are photoreal. And if the first games get photoreal it will take another age to get all the games to photoreal. I mean some environments just need more polys to get photoreal. For example a jungle scene would take many more poly then a sci fie corridor to get photoreal.

Still i think the calculation of light, relection, refraction and gaustics will have the most impact on the engine.

Another thing just popped up in my head, you will have to deal with intersecting meshes too. If you want something photoreal the shoulder armor shouldn't be sticking half inside a wall. And when walking to a door holding a sniper you should not be able to see the rifles behind the door when it's still closed . So the game developers get to choose making the game more real or enhance gameplay.
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Old 12-05-2007, 04:36 PM   #107
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Angry

Hi

I have only read this sticky thread now, and haven't read any of the other posts.

First off I would like to ask, what are you actually aiming at? Are you trying to discourage people from making games or do you just want people to believe the bull**** that you write.

Are you even a programmer, and if you are do you know anything about games programming. The majority of people that want to make games either just want to make a small game for themselves or an indie game. Yes we all know that everyone does secretly want to make an MMORPG and yes, that won't happen unless they start a games company.

But seriously, where did you get all that crap about what languages you need to know and how long it will take. I work for a subsidiary company of Microgaming, an online casino company. I work in the Poker department as a developer and I did not start off learning Basic, then Java then bla di bla di bla. I'm 22, and I only starting programming when I was 18. I first did a 5 month Java course then proceeded to teach myself C and then C++.

If you are serious about games programming then C++ is the one you need to learn.

I think what you should rather say is that you need to know HOW TO PROGRAM instead of trying to intimidate people by telling them unless they know everything they will never get anywhere.

Yes you have to start somewhere. One thing you forgot to mention though is that there are so many open source 3D engines out there at the moment that there isn't that big of a difference whether you make a 2D game or small 3D game.

Why not post some links? Get people started in the right direction.

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Thinking of making a game? Start with the BASICS and work your way through the ladder.
Your post does not mention any "basics" but yet you title the post "How to make a game". Your post has absolutely no information relating to how to actually make a game.

Please, please if you are going to try to help people, make it relevant.

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Old 14-05-2007, 09:33 AM   #108
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whats kinda funny is this thread was started over 3 years ago, and the guy that started it hasn't been active for over a year. and next time before you go and start telling someone off for their opinions, don't.

if you read the entire thread, you'll find it does have a LOT of very helpful links to free engines, development communities, and other useful info for people who want to make a game.
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Old 25-05-2007, 01:49 AM   #109
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really nice...and a 4D medical program showing the passage of time on a patients body was released this week....imagine the game that could be created with that!
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Old 20-03-2009, 01:01 PM   #110
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... I'm going to start crying now... I wish to be 12 years old again and to start all over with the mind I have today... This way when I became 22 again I'm going to be an Ace, a very skilled person. But today I am just a guy hwo is figuring out wich button does what...
somme guy sad AMain!!! I'm saying GOD DEAM!!!!
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Old 20-03-2009, 01:35 PM   #111
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I'm very confused.
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Old 25-02-2010, 09:18 PM   #112
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other that the fact that's poopie confuesed anyone mind sharing current state of mind due to Z-brush models, and optimizing the models etc. what is the classic way of doing things what are the modern ways and best practices and especially guidelines / books / tutorials covering the art of LOW POLY.
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Old 25-02-2010, 09:22 PM   #113
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Originally Posted by rocneasta View Post
other that the fact that's poopie confuesed anyone mind sharing current state of mind due to Z-brush models, and optimizing the models etc. what is the classic way of doing things what are the modern ways and best practices and especially guidelines / books / tutorials covering the art of LOW POLY.
I would also like a guide to this

Also what was said in the first post doesn't really apply anymore. Today there are many ways of making a game, some of them extremely automated but even the manual way of creating a game doesn't take much time to learn. We will learn to create 3D games in my coding class soon.
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