I hardly use anything more than basic algebra to make games. If I need to find a way to say, get a direction from a rotational vector, I can just simply look up the formula online, and plug it into a script. Done. I don't have to understand it, and as long as it works, I don't care.
Game development has a pretty low barrier of entry nowadays. ESPECIALLY if you're an "every man" (know how to do many parts of gamedev in a "good enough" manner).
the level of algebra needed for basic gamedev is easy to learn when put in human readable terms
college algebra is literally obfuscated to be hard to understand
Esl here
we don't have calculus here but the closest thing is " analyse" ( in french) and " algèbre"
and while I found calculus to be much harder , I did get better grades in it as opposed to algebra
Yeah, stuff like matrices. And in college you learn shit like reduced row operations, find the rank and nullity as well as the basis and image of a matrix etc. There are game design books on Amazon that explains how these are applied in graphics.
Pick three things you want in your game. Follow tutorials to do it. ???. Profit.
The difficult part is having taste to make it engaging or fun, but if you are a beginner it doesn't matter, just copy what works.
does anyone make tutorials for game engines who speaks English as a first language?
the OFFICIAL gamemaker tutorials on youtube are an indian guy who is completely incomprehensible.
i guess its my fault for relying on tutorials
Your statement is only valid if you have actual dev experience. Let's see what you've made, otherwise, you know nothing and shouldn't be commenting on anything.
>my fault for relying on tutorials
i hear demands for tutorials from time to time, but do you need to copy some small function or reinvent the wheel wholesale? if these are demands of total noobs then there are opensource/example projects to play around with
of course, learning from robust examples is easier than just reading the manual, but a lot of things do just come down to drawing a little graph and writing pseudocode, then slowly implementing it
"Smart enough to make a game engine for other people to program with, but not smart enough to make the program a usable experience for other people."
There are still modern game engines that allow scripting errors and typos to occur.
Because they're shit.
RPG Maker's series of programs is practically the only game engine software i can think of that if you make a new file, save it, and test it, you can immediately use it as-is with all existing resources within it. It is so simple, no tutorial is actually needed. The help file actually exists and actually describes everything you need to know about EVERY FRICKING THING INSIDE THE PROGRAM.
Unity, Unreal, etc etc and even Godot are all tools for professional developers with pre-existing skills who don't want to waste time or money, bullshitting with development delays in making a new unique engine every time for a new game.
If you're a newbie, get fricked.
Here's a carpenter's saw... Attach the teeth yourself. Here's a chisel. It's a block of fricking metal so get sharpening. Oh and by the way none of this shit has a handle on it, you'll have to make that yourself.
That's modern game engines.
Every-fricking-thing is thrown at you all at once with zero explanation and no step-by-step by the developers of the engine themselves. "JUST LOOK AT YOUTUBE BRO, LOL" is an actual sentiment these engine devs have, and frankly they should kill themselves over it, because they're not helping anyone with that attitude, including themselves.
how much coding and math do you actually need for game dev? because you can look up any video about 'how to make a game in unreal' and there is barely any coding in it.
Technically you can make a game now in unity or Unreal without needing to know any code, by just using visual scripting. You do need to understand logic, and functions though. Arguably understanding logic behind actions, and how they work together, is more difficult than learning the syntax of coding.
It depends on what kind of game. You'll need a lot of math, particularly linear algebra if you're making a game from scratch. That being said, even if you're using a game engine, you will need some understanding of math. You can always look it up like this guy
I hardly use anything more than basic algebra to make games. If I need to find a way to say, get a direction from a rotational vector, I can just simply look up the formula online, and plug it into a script. Done. I don't have to understand it, and as long as it works, I don't care.
Game development has a pretty low barrier of entry nowadays. ESPECIALLY if you're an "every man" (know how to do many parts of gamedev in a "good enough" manner).
but it doesn't hurt to have it in the back of your mind.
Coding? Its everything. Math? Not much but it is needed in some important spots. Although the math needed is super easy to understand. Shaders are an example of purely math-based coding (if you want cool effects).
There are visual scripting plugins for Unity and Unreal but I highly suggest learning to code if you really want to make games.
im trying to make simple games that dont even need graphics to work but im really dumb. stuff like having a 3x3 numpad of numbers shuffled randomly and having to click them in order from 1 to 9. simple game but i cant figure out the right coding approach.
anon don't lose hope. These sorts of things are the fundamental problems that devs come up against- by practicing them even if it seems simple or stupid you're learning
i know i can do it. ive programmed simple stuff before, but ive been so far removed from it that i just forgot whatever it was that i knew. i work as a sound designer/composer (for vidya) for a living, and i honestly just wanna make vidya too
I have never coded that before but I could try breaking it down into things that I do know how to do.
That's game dev.
For example, we know that in Godot we can compare values. 1 == 1 is true, "blue" == "red" is false, etc.
So we have the correct_answer value, an array that's just [1, 2, 3, 4, 5, 6, 7, 8, 9]
Then we have a answer_input value, an empty array [ ].
Now we can append a value to the end of answer_input, and check if it has the same size as correct_answer.
If they are, we just check if they are the same, if answer_input == correct_answer is true, game won.
ok one thing i did try to do is use a GDScript function that does a lot of the stuff i want it to do but it always asks for args that i dont know or cant provide so there's an error. and i dont know if the documentation or tutorials are up to date enough.
so first i would have to actually generate the 3x3 grid. they could be 9 buttons. sure. so, starting from the first grid element, i generate a number from 1 to 9, and then the next element should have another number that isnt taken. etc etc
I tried it just now and though it was different from how I imagined it, it's quite simple actually.
https://pastebin.com/rT0zne5E
so first i would have to actually generate the 3x3 grid. they could be 9 buttons. sure. so, starting from the first grid element, i generate a number from 1 to 9, and then the next element should have another number that isnt taken. etc etc
>For example, we know that in Godot we can compare values
Yeah, we fricking better be able to do that. >Now we can append a value to the end of answer_input, and check if it has the same size as correct_answer.
Why compare the length? Just compare the arrays.
Its basically C# so not to bad. They have a crappy sorta drag and drop built in language thing to which is nice if you dont want more than an asteroids of pong clone but dont use it youll be screwed fairly quickly when you try and learn anything new. Im a moron and I was able to make a platformer and link to the past clone, though obviously very short games so anyone can use it. Im using godot now though because I have an actually tech literate friend who knows alot about godot for some frickin reason.
it can't be worse than college algebra
Game dev requires algebra anon
I hardly use anything more than basic algebra to make games. If I need to find a way to say, get a direction from a rotational vector, I can just simply look up the formula online, and plug it into a script. Done. I don't have to understand it, and as long as it works, I don't care.
Game development has a pretty low barrier of entry nowadays. ESPECIALLY if you're an "every man" (know how to do many parts of gamedev in a "good enough" manner).
i have knowledge as a web developer (code monkey) and pixel art/basic 3d modeling) but goddamn i suci at music.
the level of algebra needed for basic gamedev is easy to learn when put in human readable terms
college algebra is literally obfuscated to be hard to understand
pretty sure it's calc that filters most comp sci majors
Esl here
we don't have calculus here but the closest thing is " analyse" ( in french) and " algèbre"
and while I found calculus to be much harder , I did get better grades in it as opposed to algebra
T'es moroné
no, it's trigonometry.
most normies can't into sin cos tan.
Even if they can, vectors kills the iq 100.
>vectors kills the iq 100.
vectors as in xyz coordinates or something else?
Yeah, stuff like matrices. And in college you learn shit like reduced row operations, find the rank and nullity as well as the basis and image of a matrix etc. There are game design books on Amazon that explains how these are applied in graphics.
Can confirm, calc 2 is exactly when I dropped out of my comp sci degree 15 years ago.
Yeah, more advanced calculus was tough for me. But you probably don't need it for gamedev.
>most normies can't into sin cos tan.
Really? I never found trigonometry difficult.
Calc is easy. Wait until you get to proofs in discrete math classes.
GDScript is easy. Just start simple. Make a basic shape move, then build from there
>godot
Disgusting
Pick three things you want in your game. Follow tutorials to do it. ???. Profit.
The difficult part is having taste to make it engaging or fun, but if you are a beginner it doesn't matter, just copy what works.
does anyone make tutorials for game engines who speaks English as a first language?
the OFFICIAL gamemaker tutorials on youtube are an indian guy who is completely incomprehensible.
i guess its my fault for relying on tutorials
https://learn.unity.com/
This YouTuber is good
>Unity
>2023
>ISHYGDDT
Your statement is only valid if you have actual dev experience. Let's see what you've made, otherwise, you know nothing and shouldn't be commenting on anything.
>Shillmonkey
>my fault for relying on tutorials
i hear demands for tutorials from time to time, but do you need to copy some small function or reinvent the wheel wholesale? if these are demands of total noobs then there are opensource/example projects to play around with
of course, learning from robust examples is easier than just reading the manual, but a lot of things do just come down to drawing a little graph and writing pseudocode, then slowly implementing it
what part got you stuck anon?
game devving is about bringing a lot of different parts together, but you don't have to do them all at once.
>tfw too stupid
>what part got you stuck anon?
"Smart enough to make a game engine for other people to program with, but not smart enough to make the program a usable experience for other people."
There are still modern game engines that allow scripting errors and typos to occur.
Because they're shit.
RPG Maker's series of programs is practically the only game engine software i can think of that if you make a new file, save it, and test it, you can immediately use it as-is with all existing resources within it. It is so simple, no tutorial is actually needed. The help file actually exists and actually describes everything you need to know about EVERY FRICKING THING INSIDE THE PROGRAM.
Unity, Unreal, etc etc and even Godot are all tools for professional developers with pre-existing skills who don't want to waste time or money, bullshitting with development delays in making a new unique engine every time for a new game.
If you're a newbie, get fricked.
Here's a carpenter's saw... Attach the teeth yourself. Here's a chisel. It's a block of fricking metal so get sharpening. Oh and by the way none of this shit has a handle on it, you'll have to make that yourself.
That's modern game engines.
Every-fricking-thing is thrown at you all at once with zero explanation and no step-by-step by the developers of the engine themselves. "JUST LOOK AT YOUTUBE BRO, LOL" is an actual sentiment these engine devs have, and frankly they should kill themselves over it, because they're not helping anyone with that attitude, including themselves.
>JUST LOOK AT YOUTUBE BRO, LOL" is an actual sentiment these engine devs have,
homie they all have their own resources and learning hubs
I'm forced to learn coding as a last ditch effort to save my life. What languages do you guys recommend and what are some good learning resources?
COBOL
(or C)
but really, the portfolio is more important than just reading the book
Yeah, I do plan on making a portfolio.
how much coding and math do you actually need for game dev? because you can look up any video about 'how to make a game in unreal' and there is barely any coding in it.
Technically you can make a game now in unity or Unreal without needing to know any code, by just using visual scripting. You do need to understand logic, and functions though. Arguably understanding logic behind actions, and how they work together, is more difficult than learning the syntax of coding.
It depends on what kind of game. You'll need a lot of math, particularly linear algebra if you're making a game from scratch. That being said, even if you're using a game engine, you will need some understanding of math. You can always look it up like this guy
but it doesn't hurt to have it in the back of your mind.
Coding? Its everything. Math? Not much but it is needed in some important spots. Although the math needed is super easy to understand. Shaders are an example of purely math-based coding (if you want cool effects).
There are visual scripting plugins for Unity and Unreal but I highly suggest learning to code if you really want to make games.
I want to but I can't even understand basic maths so programming feel impossible to me
I only know how to draw 🙁
Then just stick to rpg maker games or game engines that provide node based "programming".
I'm following that 8+ hours long of Godot introduction YouTube video. I've only get to half of it but it's really useful for learning Godot.
Video?
Just search "the ultimate introduction to godot 4" on youtube
Can you link it? I also what to start properly learning Godot today.
im trying to make simple games that dont even need graphics to work but im really dumb. stuff like having a 3x3 numpad of numbers shuffled randomly and having to click them in order from 1 to 9. simple game but i cant figure out the right coding approach.
anon don't lose hope. These sorts of things are the fundamental problems that devs come up against- by practicing them even if it seems simple or stupid you're learning
i know i can do it. ive programmed simple stuff before, but ive been so far removed from it that i just forgot whatever it was that i knew. i work as a sound designer/composer (for vidya) for a living, and i honestly just wanna make vidya too
I'm using the simplest shit, engines that need no coding and still can't finish anything.
Sometimes I think I should just go back to rpgmaker...
I have never coded that before but I could try breaking it down into things that I do know how to do.
That's game dev.
For example, we know that in Godot we can compare values. 1 == 1 is true, "blue" == "red" is false, etc.
So we have the correct_answer value, an array that's just [1, 2, 3, 4, 5, 6, 7, 8, 9]
Then we have a answer_input value, an empty array [ ].
Now we can append a value to the end of answer_input, and check if it has the same size as correct_answer.
If they are, we just check if they are the same, if answer_input == correct_answer is true, game won.
ok one thing i did try to do is use a GDScript function that does a lot of the stuff i want it to do but it always asks for args that i dont know or cant provide so there's an error. and i dont know if the documentation or tutorials are up to date enough.
I tried it just now and though it was different from how I imagined it, it's quite simple actually.
https://pastebin.com/rT0zne5E
so first i would have to actually generate the 3x3 grid. they could be 9 buttons. sure. so, starting from the first grid element, i generate a number from 1 to 9, and then the next element should have another number that isnt taken. etc etc
and this means i would have to edit the Text inside the button, and read it later
>For example, we know that in Godot we can compare values
Yeah, we fricking better be able to do that.
>Now we can append a value to the end of answer_input, and check if it has the same size as correct_answer.
Why compare the length? Just compare the arrays.
How difficult is this engine's language for a beginner?
Its basically C# so not to bad. They have a crappy sorta drag and drop built in language thing to which is nice if you dont want more than an asteroids of pong clone but dont use it youll be screwed fairly quickly when you try and learn anything new. Im a moron and I was able to make a platformer and link to the past clone, though obviously very short games so anyone can use it. Im using godot now though because I have an actually tech literate friend who knows alot about godot for some frickin reason.
Let's say i wanted ro make a game like Wasteland 2&3. Would godot be good for that or try something else?