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 Game Design & Programming 101, cout << "Updated 11th February" << endl;

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frags
post Aug 11 2008, 12:32 PM

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QUOTE(nevic @ Aug 6 2008, 12:54 AM)
Anyone interested in learning maya to zbrush,and import to unreal engine 3 i am gald share my knowlage here and i would also hope to meet people that share along.

I am a fulltime freelance working for a game company in Hong Kong . We are basicly an outsourcing company doing various project from japan and america company.Game developement piepline from modeling to importing to engine are my specialize.

Anyone interested of understanding game pipeline can post here ^.^
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WHy dont you start with stating what is a game pipeline? Basics please...it will be helpful to those that might be interested in it. Not many people here are experts on this topic since its not a field that attracts much investors or interest here. Singapore maybe...but not Malaysia...yeah please explain wth is that you are talking about..

nevic
post Aug 11 2008, 02:43 PM

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Game pipeline is basicly a foundation on ,how u use between software,when is the time which software is more faster to produce something that basicly takes more time then other software.

For example,a basic game pipeline for a next generation game (character) is low ress construction in maya or max,export it to zbrush for high poly construction , normal map baking (normal map can make something low polygon looks detail and with proper apply of texture maps can achive the likes of high poly finishing),then moving to the texture part in photoshop,apply animation,and export it out to game engine for usage.

This is not the only working way,but it is fast,due to the time we save using zbrush to construct high poly model.Before zbrush is a more mainstream program,we used maya or max to construct high poly model,it's is not wrong,but it depends on what are you trying to build,organic model,human,monsters,are faster to produce using zbrush,while hard surface for my own preferences i sometimes still like to use the old fashioned way that is build the high ress in maya and bake the high poly normal maps.

I hope this help^^if there are any question,i'll do my best to share with you guys.
frags
post Aug 11 2008, 10:25 PM

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QUOTE(nevic @ Aug 11 2008, 02:43 PM)
Game pipeline is basicly a foundation on ,how u use between software,when is the time which software is more faster to produce something that basicly takes more time then other software.

For example,a basic game pipeline for a next generation game (character) is low ress construction in maya or max,export it to zbrush for high poly construction , normal map baking (normal map can make something low polygon looks detail and with proper apply of texture maps can achive the likes of high poly finishing),then moving to the texture part in photoshop,apply animation,and export it out to game engine for usage.

This is not the only working way,but it is fast,due to the time we save using zbrush to construct high poly model.Before zbrush is a more mainstream program,we used maya or max to construct high poly model,it's is not wrong,but it depends on what are you trying to build,organic model,human,monsters,are faster to produce using zbrush,while hard surface for my own preferences i sometimes still like to use the old fashioned way that is build the high ress in maya and bake the high poly normal maps.

I hope this help^^if there are any question,i'll do my best to share with you guys.
*
Interesting...So you are saying the term game pipeline refers to some sort of post processing of a low poly count model? You work on low poly count model in Zbrush instead of doing it all in Maya. Sorry i dont work on graphics so I'm a bit clueless about 3D modelling or creating graphics assets etc.

BTW...I have a noob question...How is transparency handled? Say if i want to build a model that is slightly transparent...So it is related to whether the rendering(game) engine can do it or is this handle in modelling stage..my guess is the engine itself must be built to support this because it must know how to render the lighting and proper ray tracing through the transparent object. doh.gif I'm answering my own question...LOL

Currently I'n on a project and I'm trying to learn the Ogre3D engine and I'm completely clueless how to implement transparent objects.
nevic
post Aug 12 2008, 12:19 AM

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Basicly what i do is create an alpha channel in photoshop in the texture map that applies to the diffuse channel shader.A 32bit targa file will be able to store the information of an alpha channel.

basicly there are red blue green channel for an rgb format image,u are able to create another channel , alpha channel,to tell the shader in (maya or max) to use black and white color in alpha channel to recognize if the certain object is transparent(black),half transparent(grey),or solid(white).for example when i do hair for game models,i will use alpha channel to make the tip of the hair looks more convincing by drawing black at the alpha channel in the tip of the hairs uv.

Hope this helps,if it's not clear enough please inform me ^^
Virion
post Aug 16 2008, 10:48 PM

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I am making a fighting game. I'm using Irrlicht and not Ogre though it's too hard for me, maybe will try it next time.

This post has been edited by Virion: Aug 16 2008, 10:48 PM
FarCry3r
post Oct 24 2008, 07:38 PM

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Is there any part time game programming courses available? I'm always interested, but don't have the adequate time for both work and studying... sweat.gif
frags
post Oct 25 2008, 04:32 PM

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QUOTE(FarCry3r @ Oct 24 2008, 07:38 PM)
Is there any part time game programming courses available? I'm always interested, but don't have the adequate time for both work and studying... sweat.gif
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There are definetely game development centered Software Engineering courses offered by some local colleges. These are full blown degree programmes we are talking about 3/4+ years. Part time probably will take even longer.

As far as i know there is no short term courses that teach game development. If you really want to learn you could try modding some games and get into some game programming(designing your own small games - much later). There are a lot of resources online. Best is to pick one game and stick to doing something with that.

There are also things you may want to focus more on (with very different skillsets)...maybe you like:

-level design or
-scripting missions or
-scripting AI
-developing new units/texture

Scripting anything is probably the easiest thing to do...since you can choose to do a small modification of perhaps changing one particular rule set of a game(as long as its not hard coded).

IMHO level design and developing new models are more difficult. While it is easy to design new levels as level editors are relatively easy to use....the skill of developing a good level is....really really difficult.

Developing new models even tougher since you will need to know how to use some 3D modelling tool etc. A lot less approachable if you dont have some background in 3D modelling.

I would suggest HL2(as long as you have any half life 2 engine game you can download the Hammer editor)...tons of resources on using them...

If that is a bit too cryptic, you can try Far Cry 2....I heard its got a really powerful easy to use level editor. At least it can get you started on level design. Oh and good levels/maps are extremely important and can make or break a game...you can find yourself enjoying the game better with better maps. tongue.gif
Revliss
post Oct 31 2008, 03:39 PM

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seem like there is not much information on game art around here. ok i have not been looking at any Malaysian Game industry just till now so i have no idie how thing are going, but i bees checking out how thing are like at the USA side, and i know a few friend that work in the game industry, think there is one part of the game job that is missing here, the 2d artist job. which some thing have to working in to the 3d pipeline as texture artist, but most of the time they are the concept artist. and there is the 3d artist part. the one that model the characters, building , trees bla bla bla.

as for avice that i got from pepole that working in game industry, about all of them say geting a game design degree is a wast of time, if you like game programing get a computer science degree, cos you will be programing all day long, as for the 3d artist get a fine art degree and have a solid foundation in art. as for the 3d app learn it off the internet or just read the menue or get video tutorial for it that how i learn 3d by the way.

so a game design degree is not needed But a " Degree" of some type is need if you are planing on working out side of Malaysia. not really for getting the job But for the Work permit to work there.

nevic can you say what game asset have you work on ? or it all cover under NDA ?

By the way some one may want to update the fist post as 3dbuzz got sell video Tutorial on XNA programing.

oh there one more thing i want to ask are there any local game moding comunity here that use Unreal Engine 3 ?

oh and for any one that want to have a try on 3d game art or 2d concept art check out this side and enter they contest http://www.gameartisans.org/forums/index.php

they yearly contest site, this is the big one cos you are compiting agines the world, not agines nOOb but industry verterens ie: the pepolke that work for Epic games, Blizzard, id soft. the last contest winner got a free dinner with the guy from Blizzard how cool is that (and of cos $$$$ price)
http://www.gameartisans.org/dominancewar/index.htm
yes i have enter that contest and got toasted very bad. going to get ready for next year. this time aming to get in to the top 20..

Thk for reading.
frags
post Nov 7 2008, 12:48 PM

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Anyone interested in making a text based MUD can use my base code. I was working on this with Python. I have no time right now and am moving on. Feel free to modify and use it for whatever you want. A very simplistic battle engine.

» Click to show Spoiler - click again to hide... «

chooikw
post Feb 1 2009, 04:00 PM

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I also suggest that don't go for game programming degree.It's better to get a degree in something like Software Engineering which teaches you the "Art" of software design and you can easily apply it in game programming. Surf game design forums such as gamedev.net frequently to get yourself familiar with the game programming issues and technologies.
Json188
post Jul 3 2009, 08:28 AM

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just here to say hi...
currently mmu fit game design student..
still a noob of designing game..
kofan
post Jul 8 2009, 03:14 AM

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hii, im new here. i goin to finish my diploma(interactive software technoloy TARC) soon. I plan to have my degree at other Uni or should i get my degree at Tarc? im looking for opinion xD

http://www.tarc.edu.my/acad/sas/acad_sasadist3.htm


ZeratoS
post Jul 12 2009, 01:51 AM

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Awesome! Never knew the Malaysian game developer community was quite as active. : < Main interest lies in concept & gameplay here. Sadly not many I know are quite as devoted to developing. I really do need an outlet on which to pitch my ideas to, and maybe even develop it sad.gif

I've only dabbled with eAthena source codes, which run in C.

This post has been edited by ZeratoS: Jul 12 2009, 01:51 AM
frags
post Jul 14 2009, 07:28 PM

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QUOTE(ZeratoS @ Jul 12 2009, 01:51 AM)
Awesome! Never knew the Malaysian game developer community was quite as active. : < Main interest lies in concept & gameplay here. Sadly not many I know are quite as devoted to developing. I really do need an outlet on which to pitch my ideas to, and maybe even develop it sad.gif

I've only dabbled with eAthena source codes, which run in C.
*
Try working on regular games first than MMORPG engines. There are way too many considerations in MMORPG gameplay that it is better to work on something basic and simple first than to get to used to bad games design(Which then become bad habits). Work with the basics.
chemnz
post Jul 15 2009, 07:39 PM

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hi, i'm fairly new to this whole game development idea.. anyone had any experience using torque game engine or torque game engine advanced? found this engine somewhere and it looks easy to use..
heterosapiens
post Jul 18 2009, 10:09 AM

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QUOTE(kofan @ Jul 8 2009, 03:14 AM)
hii, im new here. i goin to finish my diploma(interactive software technoloy TARC) soon. I plan to have my degree at other Uni or should i get my degree at Tarc? im looking for opinion xD

http://www.tarc.edu.my/acad/sas/acad_sasadist3.htm
*
There's LKW, MMU, APIIT, and HELP to choose from.
QUOTE(ZeratoS @ Jul 12 2009, 01:51 AM)
Awesome! Never knew the Malaysian game developer community was quite as active. : < Main interest lies in concept & gameplay here. Sadly not many I know are quite as devoted to developing. I really do need an outlet on which to pitch my ideas to, and maybe even develop it sad.gif

I've only dabbled with eAthena source codes, which run in C.
*
Take a look at :
http://www.mscmalaysia.my/topic/IPCC
http://www.mscmalaysia.my/topic/Computer+Casual+Game
QUOTE(chemnz @ Jul 15 2009, 07:39 PM)
hi, i'm fairly new to this whole game development idea.. anyone had any experience using torque game engine or torque game engine advanced? found this engine somewhere and it looks easy to use..
*
I would suggest Unity3D for starters, Torque is quite good, but it was built on an old code-base.
TakeshirO
post Aug 25 2009, 11:32 PM

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Have a look if u r MMOs player. Good for those like gaming and work at the same time.

http://forum.lowyat.net/topic/1142439
vinso
post Sep 4 2009, 01:45 AM

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hi, i had just graduated with a BSc in Games Development from USA. Seeking for a job, anyone can help?
heterosapiens
post Sep 5 2009, 08:08 AM

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QUOTE(vinso @ Sep 4 2009, 01:45 AM)
hi, i had just graduated with a BSc in Games Development from USA. Seeking for a job, anyone can help?
*
For a job around South East Asia, check these links out :

Malaysia
Singapore
Jobber Wokky

Drop by to the local IGDA chapter meeting to know more.
ZeratoS
post Oct 8 2009, 05:12 PM

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QUOTE(frags @ Jul 14 2009, 07:28 PM)
Try working on regular games first than MMORPG engines. There are way too many considerations in MMORPG gameplay that it is better to work on something basic and simple first than to get to used to bad games design(Which then become bad habits). Work with the basics.
*
Got really tired of programming. One little mistake screws your whole code QQ.

Well! My team and I are working on our own MMO, with some of the programmers learning games design in the states. I'm only going to be Lead Dev in the design aspects as well as the game itself since programming will not be my main focus anymore. Hard to do stuff when you have no budget, so for now this remains a hobby tongue.gif If anyone from the LYN community is interested in pitching in, here are the details.

Echo Project 2009/10
Team Echo will be working on a conceptual game project this year in hopes of creating a revolutionary MMORPG that will break the norm of traditional Korean/Japanese MMORPG’s. No name has been decided for this project yet, however the design team is working on the concepts & lore of the game as of now.

What to expect in the game? Well in brief :
- Post Apocalyptic World where nature has risen against humanity
- Revolutionary Weaponary System with near unlimited customization
- Awards & Achievements with dynamic variable requirements
- Highly customizable characters : Fashion takes a precedence here (with whatever
resources they have!) for the casual gamers.
- Professions, unique quests and various tasks to keep one occupied
- Guild wars, Area & Resource Control, Clan Hideout establishment
- Traits & Specialized Stat Gain System
- Never seen before skill-system. No more crying about imbalanced builds.
Near unlimited customization with skills
- Anti-grind philosophy designed for both casual and hardcore gamers, no levelling!
- Teamplay & Cooperative-centric gameplay that rewards players.



Sounds like a big goal, but I've been working on some of the stuff for years.

Edit : Its a real headache trying to find programmers, especially those capable in engine development. If anyone wants to assist in this project, please do let me know.

This post has been edited by ZeratoS: Oct 12 2009, 01:54 AM

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