Pong on iOS — First game on the custom engine. Side note really like the iOS on screen gamepad
#gamedev #indiedev #gameengine
Chicago Game programming generalist Audio
Pong on iOS — First game on the custom engine. Side note really like the iOS on screen gamepad
#gamedev #indiedev #gameengine
@tomwor oh yea, I use the macos runner on github, not sure if theres a gitlab equivalent
@tomwor building the xcodeproject in cicd and just signing/archiving in xcode isnt that bad. Especially with automatic signing (basically just login via xcode)
@arganoid that looks awesome. Is that all procedural 2d?
@alahmnat I have this thought a lot as I read my collection of 20 year old texts on graphics and game programming. Sadly most of the modern educational content is not really in book form these days
I'm once again taking way too much time making over the top menus! This time it's for bonus content I'm going to add to #FallacyQuiz in a future update. Hope you like it :) #Godot
I’d love to see this book go back in print at an affordable price, but if not, I’m glad the author has maintained a copy online for free along with supplemental resources. Check out gamemath.com if you’re interested.
You can read this book online for free, or find a used copy of the second edition for a fairly steep price, or find a used copy of the first edition for cheap. The author does discourage reading the first edition which is 20+ years old, although many of the sections are near identical, particularly in the first few chapters. The second half diverges more, for instance with the inclusion of a kinematics section in the 2nd edition.
In terms of topics, the first several chapter I would consider core topics for game programming. Later sections may be more relevant if you’re interested in low level concepts, such as those relating to engines or graphics API’s. Of course, even just for gameplay programming, it’s useful to have knowledge of how things work soup to nuts.
Some folks find it hard to approach math from both an intuitive (imagine the problem with respect to a physical world or visually on a graph) and formal (understand equations, definitions, and how results are derived from manipulations) viewpoint. Bridging this gap is critical for understanding where techniques can be applied in games and how to actually implement them. This book does an excellent job presenting both perspectives, garnering it my verdict as easiest to understand game math text.
This is one of three game math textbooks in my collection, including the often recommended Mathematics for 3D Game Programming and Computer Graphics. The other two, the latter especially, I found to be formal and densely written, in a style lending more towards reference than understandability. Reference texts are increasingly obsolete, so what I’m looking for from a physical book is something more guided and conceptual. This book is fills that gap to the best extent I’ve seen.
📚 Game dev book review 📚
Today we’ll be looking at 3D Math Primer for Graphics and Game Development.
@loubagel looks like she’s chewing and if so you should tell her not to do that with her mouth open :p
@aks game engine architecture is excellent if youre into that
@eternal_skies_tcg True lol. I feel that bloat from a creative standpoint as well, like if I’m making a really simple game but have to load up a whole unity project it feels a bit counter to the goal
Yeah I feel that for sure. I think the “make a game or an engine, pick 1” thing just bums me out a bit. Can’t we do both to some satisfying degree? Just feels so limited and like AAA coded, that the best our lifes work can amount to is a subspecialty. Kind of like “be a musician or an audio engineer”
But I mean I get it, just trying to open a window and show a triangle on multiple platforms is a time sink
Constantly seeing advice saying not to make a game engine and yet
#icanthelpit #gamedev