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	<title>Comments on: The First Step Into Game Development</title>
	<atom:link href="http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/</link>
	<description>I&#039;m baking games. Indie style.</description>
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		<title>By: Man Bytes Blog: A Frenzy of Lexicological Optimism &#187; Carnival of Gamers: Revival!</title>
		<link>http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/comment-page-1/#comment-13894</link>
		<dc:creator>Man Bytes Blog: A Frenzy of Lexicological Optimism &#187; Carnival of Gamers: Revival!</dc:creator>
		<pubDate>Thu, 05 Oct 2006 12:19:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/#comment-13894</guid>
		<description>[...] Once we know where we&#8217;ve been. Once we&#8217;ve explored that path, we need to cast an eye on the future. Look ahead. Cast our gaze up the road a piece and see where we think we&#8217;re going. Decide where our next steps should take us. Game Producer has some guidance, a few words of advice, if your next step is your First Step Into Game Development. [...]</description>
		<content:encoded><![CDATA[<p>[...] Once we know where we&#8217;ve been. Once we&#8217;ve explored that path, we need to cast an eye on the future. Look ahead. Cast our gaze up the road a piece and see where we think we&#8217;re going. Decide where our next steps should take us. Game Producer has some guidance, a few words of advice, if your next step is your First Step Into Game Development. [...]</p>
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		<title>By: Jake Birkett</title>
		<link>http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/comment-page-1/#comment-13217</link>
		<dc:creator>Jake Birkett</dc:creator>
		<pubDate>Wed, 27 Sep 2006 10:36:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/#comment-13217</guid>
		<description>I totally recommend BlitzMax having programmed in tons of languages since Spec 48K and C64, including Assembly, C, C++, C#, Delphi, VB, Director etc. It&#039;s very easy to get results from without having to get too technical.  Also I&#039;ve made a Game Framework: http://www.blitzbasic.com/Community/posts.php?topic=62953 which further reduces the amount of technical stuff that people have to know and gives them tons of ready-made types(classes) to get started with.  They can just get straight on with the fun bit of making games and thus it has proved very popular.</description>
		<content:encoded><![CDATA[<p>I totally recommend BlitzMax having programmed in tons of languages since Spec 48K and C64, including Assembly, C, C++, C#, Delphi, VB, Director etc. It&#8217;s very easy to get results from without having to get too technical.  Also I&#8217;ve made a Game Framework: <a href="http://www.blitzbasic.com/Community/posts.php?topic=62953" rel="nofollow">http://www.blitzbasic.com/Community/posts.php?topic=62953</a> which further reduces the amount of technical stuff that people have to know and gives them tons of ready-made types(classes) to get started with.  They can just get straight on with the fun bit of making games and thus it has proved very popular.</p>
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		<title>By: Petri Purho</title>
		<link>http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/comment-page-1/#comment-13093</link>
		<dc:creator>Petri Purho</dc:creator>
		<pubDate>Mon, 25 Sep 2006 15:22:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/#comment-13093</guid>
		<description>For those of you interested in creating in under a week, I collected a list of &lt;a href=&quot;http://www.kloonigames.com/blog/general/articles-about-rapid-game-prototyping/&quot; rel=&quot;nofollow&quot;&gt;articles articles about  rapid game prototyping&lt;/a&gt;.</description>
		<content:encoded><![CDATA[<p>For those of you interested in creating in under a week, I collected a list of <a href="http://www.kloonigames.com/blog/general/articles-about-rapid-game-prototyping/" rel="nofollow">articles articles about  rapid game prototyping</a>.</p>
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		<title>By: Arto Ruotsalainen</title>
		<link>http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/comment-page-1/#comment-13015</link>
		<dc:creator>Arto Ruotsalainen</dc:creator>
		<pubDate>Sun, 24 Sep 2006 11:01:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/#comment-13015</guid>
		<description>So true...</description>
		<content:encoded><![CDATA[<p>So true&#8230;</p>
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		<title>By: Anonymous</title>
		<link>http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/comment-page-1/#comment-12913</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Sat, 23 Sep 2006 07:59:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/#comment-12913</guid>
		<description>&lt;blockquote&gt;IMHO, Ogre3D and Blitz3D/BlitzMax are bad recommendations. Blitz3D/BlitzMax have no place in professional gamedev (Sure, useful for newcomers, but why learn how to use Blitz when you could learn any other engine just as easily, and keep it relevant).&lt;/blockquote&gt;
I bet you don&#039;t even know how many hits were written in a Blitz language - you&#039;d be very surprised.</description>
		<content:encoded><![CDATA[<blockquote><p>IMHO, Ogre3D and Blitz3D/BlitzMax are bad recommendations. Blitz3D/BlitzMax have no place in professional gamedev (Sure, useful for newcomers, but why learn how to use Blitz when you could learn any other engine just as easily, and keep it relevant).</p></blockquote>
<p>I bet you don&#8217;t even know how many hits were written in a Blitz language &#8211; you&#8217;d be very surprised.</p>
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		<title>By: Juuso - Game Producer</title>
		<link>http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/comment-page-1/#comment-12908</link>
		<dc:creator>Juuso - Game Producer</dc:creator>
		<pubDate>Sat, 23 Sep 2006 06:08:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/#comment-12908</guid>
		<description>TrueVision added..

@Lachlan: Kai-Peter - a guy I chat with now and then - used Ogre3D to build ShortHike - and he says about Ogre:
&lt;blockquote&gt;&quot;To the seasoned developer OGRE looks different. It is like the carbon steel knife my friend uses to cut sushi in his restaurant. Deceivingly simple, yet a very potent tool in the hands of a craftsman. A single blade, a single purpose. The Zen of 3D engines, if there ever was one.&quot;&lt;/blockquote&gt;
It&#039;s true that Ogre is a graphics engine - but the net is filled with add-ons, tools and exporters and software (like Irrlicht) that use it and make it a good choice for gaming. 

&lt;blockquote&gt;ROFL, anisotropic filtering can take between 60 seconds and 30 mins to implement, depending on how much configuration control you want to give to the user, unless youâ€™re doing a software rendererâ€¦ Then youâ€™re probably crazy/genius and it takes less than a day XD&lt;/blockquote&gt;
I would have absolutely no idea how to do that in 60 seconds - or even in a week. That&#039;s why I like to pay guys like you to do it :)

&lt;blockquote&gt;IMHO, Ogre3D and Blitz3D/BlitzMax are bad recommendations. Blitz3D/BlitzMax have no place in professional gamedev (Sure, useful for newcomers, but why learn how to use Blitz when you could learn any other engine just as easily, and keep it relevant).&lt;/blockquote&gt;
Thanks for your opinions. 

I really honestly think that Technology itself plays absolutely no role in professional gamedev. If somebody goes to make games using Flash or uses DirectX10 - I couldn&#039;t say which one is more &quot;professional&quot;. I look at the results. A &quot;pros&quot; can start a project using the &quot;latest technology&quot; and keep doing it for 9 years with million dollar budget while the Flash maker has done 50 games &amp; made nice buxs on that time. If that would be the case then I wouldn&#039;t care if Flash maker wasn&#039;t considered a professional: if he is releasing more games and making more money while the &quot;pros&quot; are busy wasting their effort... I&#039;d call that a success. (Bit exaggerated example, but you guys get the point: I honestly think that the technology doesn&#039;t matter - it&#039;s the released product that matters)

Oh, and thanks for mentioning Irrlicht - I&#039;ve heard good about it in the past, but forgot to mention it. I add that to the list.

&lt;blockquote&gt;For my product I had a tricky problem about converting user timezones and showing them when they did something in their own timezone. I spent about a week trying to figure this out myself, but in the end I paid a smart programmer from greece about $20 at RentACoder who did this in a day. My time could be better spent at something else.&lt;/blockquote&gt;
@Ali: Yes, that&#039;s exactly what I thought :)</description>
		<content:encoded><![CDATA[<p>TrueVision added..</p>
<p>@Lachlan: Kai-Peter &#8211; a guy I chat with now and then &#8211; used Ogre3D to build ShortHike &#8211; and he says about Ogre:</p>
<blockquote><p>&#8220;To the seasoned developer OGRE looks different. It is like the carbon steel knife my friend uses to cut sushi in his restaurant. Deceivingly simple, yet a very potent tool in the hands of a craftsman. A single blade, a single purpose. The Zen of 3D engines, if there ever was one.&#8221;</p></blockquote>
<p>It&#8217;s true that Ogre is a graphics engine &#8211; but the net is filled with add-ons, tools and exporters and software (like Irrlicht) that use it and make it a good choice for gaming. </p>
<blockquote><p>ROFL, anisotropic filtering can take between 60 seconds and 30 mins to implement, depending on how much configuration control you want to give to the user, unless youâ€™re doing a software rendererâ€¦ Then youâ€™re probably crazy/genius and it takes less than a day XD</p></blockquote>
<p>I would have absolutely no idea how to do that in 60 seconds &#8211; or even in a week. That&#8217;s why I like to pay guys like you to do it :)</p>
<blockquote><p>IMHO, Ogre3D and Blitz3D/BlitzMax are bad recommendations. Blitz3D/BlitzMax have no place in professional gamedev (Sure, useful for newcomers, but why learn how to use Blitz when you could learn any other engine just as easily, and keep it relevant).</p></blockquote>
<p>Thanks for your opinions. </p>
<p>I really honestly think that Technology itself plays absolutely no role in professional gamedev. If somebody goes to make games using Flash or uses DirectX10 &#8211; I couldn&#8217;t say which one is more &#8220;professional&#8221;. I look at the results. A &#8220;pros&#8221; can start a project using the &#8220;latest technology&#8221; and keep doing it for 9 years with million dollar budget while the Flash maker has done 50 games &#038; made nice buxs on that time. If that would be the case then I wouldn&#8217;t care if Flash maker wasn&#8217;t considered a professional: if he is releasing more games and making more money while the &#8220;pros&#8221; are busy wasting their effort&#8230; I&#8217;d call that a success. (Bit exaggerated example, but you guys get the point: I honestly think that the technology doesn&#8217;t matter &#8211; it&#8217;s the released product that matters)</p>
<p>Oh, and thanks for mentioning Irrlicht &#8211; I&#8217;ve heard good about it in the past, but forgot to mention it. I add that to the list.</p>
<blockquote><p>For my product I had a tricky problem about converting user timezones and showing them when they did something in their own timezone. I spent about a week trying to figure this out myself, but in the end I paid a smart programmer from greece about $20 at RentACoder who did this in a day. My time could be better spent at something else.</p></blockquote>
<p>@Ali: Yes, that&#8217;s exactly what I thought :)</p>
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		<title>By: Lachlan Stuart</title>
		<link>http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/comment-page-1/#comment-12881</link>
		<dc:creator>Lachlan Stuart</dc:creator>
		<pubDate>Fri, 22 Sep 2006 23:28:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/#comment-12881</guid>
		<description>&gt; &quot;Why should I spend weeks programming Anisotropic filtering to an engine, if I can buy that feature (and many other features) with little costs and focus on game development?&quot;

ROFL, anisotropic filtering can take between 60 seconds and 30 mins to implement, depending on how much configuration control you want to give to the user, unless you&#039;re doing a software renderer... Then you&#039;re probably crazy/genius and it takes less than a day XD

IMHO, Ogre3D and Blitz3D/BlitzMax are bad recommendations. Ogre3D is only a &lt;i&gt;rendering&lt;/i&gt; engine and Blitz3D/BlitzMax have no place in professional gamedev (Sure, useful for newcomers, but why learn how to use Blitz when you could learn any other engine just as easily, and keep it relevant).
I&#039;d like to point out that Irrlicht is a full game engine based on Ogre3D, with just as good documentation, opensourceness, freeness, etc.</description>
		<content:encoded><![CDATA[<p>&gt; &#8220;Why should I spend weeks programming Anisotropic filtering to an engine, if I can buy that feature (and many other features) with little costs and focus on game development?&#8221;</p>
<p>ROFL, anisotropic filtering can take between 60 seconds and 30 mins to implement, depending on how much configuration control you want to give to the user, unless you&#8217;re doing a software renderer&#8230; Then you&#8217;re probably crazy/genius and it takes less than a day XD</p>
<p>IMHO, Ogre3D and Blitz3D/BlitzMax are bad recommendations. Ogre3D is only a <i>rendering</i> engine and Blitz3D/BlitzMax have no place in professional gamedev (Sure, useful for newcomers, but why learn how to use Blitz when you could learn any other engine just as easily, and keep it relevant).<br />
I&#8217;d like to point out that Irrlicht is a full game engine based on Ogre3D, with just as good documentation, opensourceness, freeness, etc.</p>
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		<title>By: Ali</title>
		<link>http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/comment-page-1/#comment-12876</link>
		<dc:creator>Ali</dc:creator>
		<pubDate>Fri, 22 Sep 2006 22:47:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/#comment-12876</guid>
		<description>I love this article. Completely agree with the philosophy of rather focusing on the actual game development instead of trying to code the clever features yourself when smarter people than you have done that already.

For my product I had a tricky problem about converting user timezones and showing them when they did something in their own timezone. I spent about a week trying to figure this out myself, but in the end I paid a smart programmer from greece about $20 at RentACoder who did this in a day. My time could be better spent at something else.</description>
		<content:encoded><![CDATA[<p>I love this article. Completely agree with the philosophy of rather focusing on the actual game development instead of trying to code the clever features yourself when smarter people than you have done that already.</p>
<p>For my product I had a tricky problem about converting user timezones and showing them when they did something in their own timezone. I spent about a week trying to figure this out myself, but in the end I paid a smart programmer from greece about $20 at RentACoder who did this in a day. My time could be better spent at something else.</p>
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		<title>By: Arto Ruotsalainen</title>
		<link>http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/comment-page-1/#comment-12858</link>
		<dc:creator>Arto Ruotsalainen</dc:creator>
		<pubDate>Fri, 22 Sep 2006 17:37:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/#comment-12858</guid>
		<description>I vote for truevision too, long long time ago I used it with Visual Basic, it was really good. :)</description>
		<content:encoded><![CDATA[<p>I vote for truevision too, long long time ago I used it with Visual Basic, it was really good. :)</p>
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		<title>By: Kal_Torak</title>
		<link>http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/comment-page-1/#comment-12834</link>
		<dc:creator>Kal_Torak</dc:creator>
		<pubDate>Fri, 22 Sep 2006 10:38:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gameproducer.net/2006/09/22/the-first-step-into-game-development/#comment-12834</guid>
		<description>Another excellent engine is TrueVision 3d.
http://www.truevision3d.com/home.php

A very inexpensive commercial license at $150 USD.</description>
		<content:encoded><![CDATA[<p>Another excellent engine is TrueVision 3d.<br />
<a href="http://www.truevision3d.com/home.php" rel="nofollow">http://www.truevision3d.com/home.php</a></p>
<p>A very inexpensive commercial license at $150 USD.</p>
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