Does anyone have major things they want to accomplish in their lifetime with regards to [game] programming? Or perhaps you have already!
I’m interested in hearing if other people have visions for their future in [game] programming.
Does anyone have major things they want to accomplish in their lifetime with regards to [game] programming? Or perhaps you have already!
I’m interested in hearing if other people have visions for their future in [game] programming.
I want to write my own 3D engine (in many many years…) and an infinite space game like Infinity from Keith Newton. :point:
I want to make a million-unit-selling game.
Cas
I want to create a game in pure Java2D which loads .obj files and renders them to a 3D world with a low low polygon count.
8)
My main goal, programming-wise:
Write my space sim game in a way that involves people emotionally enough that they tell stories about their in-game exploits.
I’ve always been in awe of the stories people tell about their characters in Dwarf Fortress (and to a lesser extent FTL). When they tell their stories, you can tell how much they identify their characters, root for them, and concoct elaborate backstories.
I want to finish something.
Made my day ;D That’s a huge task!
I’m really interested in VR and where it could lead us to eventually. With the world heading for disaster quickly it could become a viable alternative to living in the real world. In my opinion much more so than inter-planetary travel…
I know, sounds gloomy ;D But I’m actually just really fascinated by the options this could open up. I’d love to contribute and research towards that end.
Bach
Have a good life with money from indie programming. No need to go to office, code wearing short pant and berry-shaped hair clip in my head.
I want to create something new
I’ve designed a screen display API for Java2D, which was a fun pet project I was happy to complete… (well, those type of projects are never complete.) My programming goal is to always keep my code current. I always want to try and stay paces ahead of the trends, so I can figure out what programming languages to code for next.
But, the ending goal of all this research is just to create a game that hopefully people will enjoy playing. If I can get a bit of money from the experience, that would be really cool.
I want to make a selling game with my company in
LIBGDX
before high school and preferably before I submit my resume to colleges…
Goal:
This!
The most reasonable, rational, simple, yet important mission.
Have a good life with money from indie programming. No need to go to office, code wearing short pant and berry-shaped hair clip in my head.
Livin’ the dream, baby.
Cas
I want to finish something.
Yeah, this is the big one! The advice to start very, very, very small and make a trivial (but complete!) game to start, is a very good piece of advice…and one I will probably never follow (sigh).
Another big goal of mine is to make small tools/data structures that other game programmers find useful. At work, I make small things for people to use, and it is a great feeling knowing that lots of people are using something you built to make something useful themselves.
Two things I am working on now:
An entity tag store. Allows you to apply simple Tags to entities like Dead, InSpace, PlayerControlled. It also allows you to create derived tags using arbitrary expressions like
DerivedTag.define(Targettable).as( And( Not(Dead), (InSpace), Or(EnemyControlled,NeutralControlled)));
And have the performance be acceptable for game programming.
EntityIterator. A simple data structure that is optimized for a common game programming use case: iterating through a list of things (entities, event messages) and doing something with each one, the results of which may cause items to be added or removed during the iteration.
Of course these are both in progress and almost finished…almost.
(I will now sit and wait for people to tell me that these two things have already been doneby others and work splendidly. sighs again). : )
EntityIterator. A simple data structure that is optimized for a common game programming use case: iterating through a list of things (entities, event messages) and doing something with each one, the results of which may cause items to be added or removed during the iteration.
I guess I kinda have this done here: http://www.gameprogblog.com/managing-entities/#headerEntityList
If you don’t want it tied tightly to an Entity class just remove draw and have update call an abstract method like “isAlive(E)” which determines whether to remove that “Entity” or not.
I life long project is too finish my game engine for all major languages and platforms.
Have a good life with money from indie programming. No need to go to office, code wearing short pant and berry-shaped hair clip in my head.
Pants?! PANTS?! Real men code in their underwear at home!
Concerning the question: 1) yeah, finishing something applies for me too, 2) decide on what to do with my life regarding game programming…