I should have known starting a blog during my last semester would mean I wouldn't have time to post things on it regularly. I've got three major coding projects for my classes that I need to finish in two weeks. Once school's out, I'll get back to my hobby programming. It's like this: some things are really important while some things only seem important. No matter how ambiguous or hard things get, you can't let things that seem important get in the way. It's tough sometimes, but when you are making the right choices, you'll know it.
I wish I had time to say more, but those programs aren't going to write themselves, at least not until someone invents the successor to the Turing machine. In the meantime, check out this article from computer world for a fun trip down programming's memory lane.
Thursday, April 30, 2009
Saturday, April 11, 2009
XNA, tools for basement game makers
I've come to tell you about Microsoft's own integrated development environment called XNA (which stands for XNA's Not Acronymed if you cared). A few years ago, Microsoft decided to create an application toolset for writing 3D games which extends Visual Studio, Microsoft's main developer suite. The great thing about XNA is you can focus on writing code or creating content for your game and let the framework work out most of the hard details.
For example, if you want to create a 3d game from scratch, you'll need to find a 3d library like OpenGL then write a dozen data structures to manage 3d geometric objects, camera position, camera movement, render order, updates to objects, and so on from scratch. With XNA, all you have to do is write your high-level game logic and import your game's content - images, sounds, and levels - into an XNA project. You can write one version of your game, then you let the XNA framework do 95% of the work porting it to Xbox or PC (you'll still need to hard code the controller or keyboard buttons. They can't let you be too lazy!). You can also use Visual Studio Express to write tools for making games, such as level editors.
XNA is a nice compromise between completely open source toolkits like OpenGL, with learning curves our like sheer granite walls, and content creation programs like FPS creator, which only let you customize within the context of the editor. There are a couple downsides. First, XNA is free for you to download and use, but publishing your game requires you to join the XNA creators club, which costs $99 a year. If you think that's pricey, keep in mind that an Unreal 3 license costs $350,000.
With all that said, XNA is still a good resource for potential developers to practice with. Getting into the industry requires knowing the tools your dream company uses, but any development experience still counts. Bedroom programmers, this will get you started on making your dream games one step closer to reality.
For example, if you want to create a 3d game from scratch, you'll need to find a 3d library like OpenGL then write a dozen data structures to manage 3d geometric objects, camera position, camera movement, render order, updates to objects, and so on from scratch. With XNA, all you have to do is write your high-level game logic and import your game's content - images, sounds, and levels - into an XNA project. You can write one version of your game, then you let the XNA framework do 95% of the work porting it to Xbox or PC (you'll still need to hard code the controller or keyboard buttons. They can't let you be too lazy!). You can also use Visual Studio Express to write tools for making games, such as level editors.
XNA is a nice compromise between completely open source toolkits like OpenGL, with learning curves our like sheer granite walls, and content creation programs like FPS creator, which only let you customize within the context of the editor. There are a couple downsides. First, XNA is free for you to download and use, but publishing your game requires you to join the XNA creators club, which costs $99 a year. If you think that's pricey, keep in mind that an Unreal 3 license costs $350,000.
With all that said, XNA is still a good resource for potential developers to practice with. Getting into the industry requires knowing the tools your dream company uses, but any development experience still counts. Bedroom programmers, this will get you started on making your dream games one step closer to reality.
Saturday, April 4, 2009
The Mission Statement, or Why am I Here?
I suppose the best way to start this is to begin at the beginning and continue to the end. Hello, my name is Michael Brennock. I am a programmer who went to the Game Developer's Conference this year. It was an amazing experience. If you are a programmer who is remotely interested in game development, I recommend you go. There is nothing like going into a large room full of people who have done amazing things and realizing they are your colleages, not your idols.
I realized that I need to learn more about the many technologies that are used in the industry. To that end, I am starting this blog to commemorate my time spent learning to program specifically for video games. I'm in my final semester of college, so I'll be pretty busy with classes. I still plan to work for at least 5 hours a week on something related to game programming, then post my progress on Saturday. I'll also keep track of languages, tools, and other things that are useful or cool. Speaking of cool technologies, check this out.
That's all for now. Next time, I'll talk about my Microsoft's XNA Game Studios.
I realized that I need to learn more about the many technologies that are used in the industry. To that end, I am starting this blog to commemorate my time spent learning to program specifically for video games. I'm in my final semester of college, so I'll be pretty busy with classes. I still plan to work for at least 5 hours a week on something related to game programming, then post my progress on Saturday. I'll also keep track of languages, tools, and other things that are useful or cool. Speaking of cool technologies, check this out.
That's all for now. Next time, I'll talk about my Microsoft's XNA Game Studios.
Subscribe to:
Comments (Atom)