Showing posts with label coding. Show all posts
Showing posts with label coding. Show all posts

Saturday, November 2, 2013

Christmas Challenge - Day Three

So I skipped last night as I wasn't able to do much. I was actually out trick or treating with my girlfriend! So this morning I made up for it and here's the changelog:

- Added a level parser
- Worked on tiles
- Created a level class
- Other stuff

I really am trying to make the underlying framework flexible and concrete before I rush into the game, so for the next couple days I won't be adding anything too exciting!

Friday, November 1, 2013

The programmer

There is no such thing as the programmer. No one knows everything. Hell, I'll even admit I don't! That was a joke, if you didn't catch that. Today I talked to someone who openly and flat out stated they were a good programmer (which is fine, albeit a little ballsy), and that he could code anything (way too far, no one can code everything). He then proceeded to tell everyone that he had practically no idea how basic networking worked, and that just really ticked me off. I wanted to just rip into him, tell him what he really was. A naive programmer.

Sure, you can be a good programmer, thats fine. Some people are really good! But you'll usually have two groups of people who say they're good; the liars and the truthful. The liars make up 90% of the group, just trying to tell you and show off their "skillz" because they've been programming for a year now. The truthful people, I've found, rarely actually say they think they're good programmers. Why? A few reasons, at least I think. 

1. Humility - People who are good are usually don't admit it because they run the risk of sounding self centered and "prickish". Don't flat out say you're good even if you are, unless someone specifically asks you. 

2. I forgot

Well, that ruined the flow of my rant! I guess what I wanted to say was that if you're a good programmer, you can say you are but you might sound douchey, but never say you know everything because it just isn't true!

Christmas Challenge - Day two in the morning

Just wanted to report my progress before I had to go out for the day! I've created the ability to load and use textures and spritesheets and I created a small texture shader. Now I have to think about some things because the code is starting to get more tricky!

Have a nice day!

Thursday, October 31, 2013

Christmas Challenge - Day One

So I finished off day one with almost nothing, but that's ok I have plenty of time! I won't spend a lot of time talking about it tonight since I barely did anything, but here's a changelog:

- Gameloop
- Finished shaderUtils
- Loading and using shaders
- Started on entities and mobs

That's it for 10/32/2013! Happy Halloween everyone, have a good rest of your night.

Wednesday, October 30, 2013

Upcoming games

I have a few ideas for games, and now that I'm done with my voxel engine for now, I'm going to start working on them! First I have to get better at GLSL, and then I want to develop these games, in order for when I need to finish them:

- Something for my girlfriend 
Cant reveal anything about this yet, its a surprise ;)

- Fight 'Em All 
A generic horde style fight them all by yourself game with elements of building and surviving utilizing strategy and structures, excited about this because I think it will be the first game I actually complete after two years!

- Balanced Energy
A RTS game where you take control of a team of little particles that shoot up opposing teams. Dead particles then convert to the team they were killed by so there is always the same amount of players. I've been developing this game on and off since the end of the school year in 2012, also very excited about this because its an original idea!

- Voxel engine
Literally just a voxel engine; its been my goal to create one since I started programming. It most likely won't actually turn into a game, I just want to get the basics of it working because I'm so fascinated with the idea of voxels. I already have a little bit of the engine done, but I have to modernize it to support shaders and VBOs and matrices, which I'm not very excited about. I want to finish it someday, but I don't care when! 

- NEngine
Probably should be finished before the voxel engine, its my 2D OpenGL engine that will support fixed and programmable pipelines. The goals are to make it as flexible and simple to use as possible. I want it to basically be a wrapper engine for low level OpenGL functions, and also incorporate other functions like spritebatching and texture atlases. Pretty excited about this, but its going to take a long time as I've only just started to learn modern OpenGL.