dev in the making

game development, maya and code by brainzizi

Posts Tagged ‘uv

Things learned the hard way

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Decided to write a post. And possibly a helpful one! What a day!

I present – lessons learned the hard way in game programming:

Do not write your own physics for games.

Use http://farseerphysics.codeplex.com/ for 2D and http://physxdotnet.codeplex.com/ for 3D physics. Do not write you’re own just because you need a simple physics engine in your game – even if you do have the neccessary knowledge. It’s too big to finish in a reasonable time and there are far better engines out there.

Learn to use some paint software and a 3d modelling package

You will need art for your game. Lots and lots of art if you’re making anything bigger than puzzle games. Learn how to use Photoshop, Gimp or whatever to create basic game 2D game art. Also learn a 3D modelling package like Maya or Blender because – if you can handle the math – you will want to do something in 3 dimensions. Also learn Mudbox or some other free sculpting package if you don’t want to totally devote to 3D with learning how to uv map / texture. Also to touch UV mapping: Do not UV map a model manually using plane, sphere, … projections. Use something called LSCM mapping. Blender has it by default and most packages have a plugin that handles that (Maya has RoadKill)

Learn about view and projection transforms and object, view, world coordinate systems

Not knowing how to handle transformations between different coordinate systems turns out to be quite a bummer when trying to do anything a bit more complex with graphics. You need to know the maths so you can do a whole lot of cool stuff like shadow mapping and camera effects… Start with Vector math, and go on with Matrix math and View, Projection, Transformation matrices. It’s really practical math, ready-to-use math, not something abstract with a lot of theory behind.

Well, that’s it for now. What did you learn the hard way in game programming?

Written by brainzizizi

10.30.2010 at 15:56