Go on, ask me anything.

I would move there, but… England is just utterly fucking brilliant.

Cas :slight_smile:

What.

So you’re from the backwoods of Utah?

No! don’t come! :o I always dream to leave my country, to somewhere cleaner and has more common sense. And England is one of my best five choice, so I prefer to join you.

Remember when I said two wives, I meant you three are still in good nutrition. Just go through normal life with one or two child and still saving. It’s not like you enjoy them at luxury mansion with beer and party every night :wink: Not enough? in my economy scale, yes it’s “rich” enough.

With enough money everyone can have more than one wife =D

Yeah but every place has different cost of life. We’re talking to have wife with full responsibilities ;D

so my question: princec, would you have two wives?

oh that kind… =D

Weird thing is, I’ve almost got two wives :S Just divorcing the previous one, then marrying the new one about a week later. I am a sucker for punishment.

Cas :slight_smile:

No time to breathe D;

What is the secret to game development success? Whenever I attempt to create a game I find myself failing in every way possible. I can say I have learned one thing along the way though, high aspiration leads to false hope and failure.

I’m attempting to re-create Breakout at the moment, but I just can’t get the collision/velocity working right when I hit a block, and god damn it’s annoying me.

~Shazer2 :slight_smile:

That’s not valid, took a week. By “almost” you have to make it “… about less than one minute later” next time ;D

Hi,

I am learning lwjgl now a days.
My query is that as in our game loop we call update on entities and then call render(which renders/draws the entity on screen)
then why does FPS(frame per second) parameter impacts our game, as we are manually calling render from our game loop.
As far as I understand, FPS determines the rate at which entities are drawn/rendered by graphics engine of game,but as we are
ouselves calling render method then it means for every update there is a render, so why is FPS so important
and so much heavily figures in game related documents, articles etc?
Please clarify.

Secondly, I plan to make a simple physics engine so as to use it in my game development as I was not satisfied with
the performance of a java game engine.Do you think its feasible?And how ahould I go about it?

I’m not satisfied with the performance of Crysis, but I don’t go around making my own Crysis just because of that. My point is that do you really think that you can do it better yourself?

If you make a 2D jump platformer, a selfmade physicsengine might be better than trying to squeeze in a 3D “Crysis” Physicsengine.

Better it is when it applies better to the problem to be solved.

You simply have to persist for about 10,000 hours or so before you get any good at it at all. Yes, 10,000 hours. That’s several years of totally dedicated game writing.

Cas :slight_smile:

I honestly don’t really understand what your question is.

[quote]Secondly, I plan to make a simple physics engine so as to use it in my game development as I was not satisfied with
the performance of a java game engine.Do you think its feasible?And how ahould I go about it?
[/quote]
I think that given your apparent level of expertise in programming or games programming in general you should probably master the basics of Space Invaders and Pacman first before you go thinking about “physics engines”. Trying to run before you can walk will generally lead to disappointment, confusion, disillusionment, and an ensuing career in accountancy.

Cas :slight_smile:

[quote]My query is that as in our game loop we call update on entities and then call render(which renders/draws the entity on screen)
then why does FPS(frame per second) parameter impacts our game, as we are manually calling render from our game loop.
As far as I understand, FPS determines the rate at which entities are drawn/rendered by graphics engine of game,but as we are
ouselves calling render method then it means for every update there is a render, so why is FPS so important
and so much heavily figures in game related documents, articles etc?
Please clarify.
[/quote]
FPS=Frames per Second. Every Frame needs time to be rendered.
But you cant know the excat time it takes to render in advance (slow or strong computer, lots or little effects/polygons etc)

There are 2 basic ways you can structure your game rendering:

#1 a fixed Framerate. Where the gameloop is split up into “ticks”. Meaning you update your gameworld
lets say 60 times per second. (a character walks 1 pixel per tick, thus 60 pixels per second)
You render the gameworld after every “update tick”. And wait the remaining time, so you will have a 60FPS game
A gameframe should never take longer than 1/60 of a second, else the game runs too slow.
(kind of standard in 2D games)

#2 a fluid Framerate
You dont use ticks, but you know the (average)time passed since the last rendercall.
If the rendering took like 1/105th of a second, you move your character by 60/105 = 0.57 pixels , then render the scene again.
This way the computer will run at its maximum possible framerate, while keeping the game-word-speed constant,
independant of the framerate. (this is standard in 3D Games)

in each setup the character runs 60 pixels per second.
#1 is what I suggest when starting out making a 2D game. (too many expendive effects give you the risk on slowing down the actual gamespeed on slow systems)
#2 allows you to give stonger systems a nicer, higher framerate, while keeping slow systems running the game at normal speed.
You can add/remove expensive effects, and be shure the game still runs at its intended speed.

I have lots of work ahead of me. I hope I can succeed. I just started Year 11 at school and doing Software Design and Development, hope that helps a bit. Unfortunately most of the work is ActionScript and Python.

~Shazer2 :slight_smile:

Does not really matter if you start out with Python, JS or Basic.
It teaches you to think in programming terms. Learing other languages later is normally a natural process.
-> plus, knowing more than 1 language concept makes you think more out of the box.

I know but Java is where I wanted to branch from. I don’t know what game to make. ???

~Shazer2 :slight_smile: