Whats needed for a Developer to be recognised as A 3d Gamming guru ? - Java-Games
This is a discussion on Whats needed for a Developer to be recognised as A 3d Gamming guru ? - Java-Games ; Hi guys
Want to enter the wonderful world of 3d programming.. any of you out there ?
Look @ this link ... interesting.
http://www.bioware.com/bioware_info/...icsmath3d.html
what would you say are some key areas to focus on in terms of 3d math
...
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Whats needed for a Developer to be recognised as A 3d Gamming guru ?
Hi guys
Want to enter the wonderful world of 3d programming.. any of you out there ?

Look @ this link ... interesting.
http://www.bioware.com/bioware_info/...icsmath3d.html
what would you say are some key areas to focus on in terms of 3d math
programming ?
Tanx
LH
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Re: Whats needed for a Developer to be recognised as A 3d Gamming guru ?
In article <dkeugo$kes$1@ctb-nnrp2.saix.net>,
"lightHammer" <lighthammer@webmail.co.za> wrote:
> Want to enter the wonderful world of 3d programming.. any of you out there ?
> 
[...]
> what would you say are some key areas to focus on in terms of 3d math
> programming ?
<http://www.sloperama.com/advice.html>
--
Please take off your shoes before arriving at my in-box.
I will not, no matter how "good" the deal, patronise any business which sends
unsolicited commercial e-mail or that advertises in discussion newsgroups.
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Re: Whats needed for a Developer to be recognised as A 3d Gamming guru ?
"lightHammer" <lighthammer@webmail.co.za> wrote in message
news:dkeugo$kes$1@ctb-nnrp2.saix.net...
> Hi guys
>
> Want to enter the wonderful world of 3d programming.. any of you out there
> ?
> 
>
> Look @ this link ... interesting.
> http://www.bioware.com/bioware_info/...icsmath3d.html
>
>
> what would you say are some key areas to focus on in terms of 3d math
> programming ?
>
what the post mentions: 3d math, physics, ...
go and write a physics engine, or a basic 3d engine, or something.
maybe it doesn't need to be that fancy, quake-1 style physics are probably
passable. it is likely important that you write whatever yourself. if you
use existing code, that is likely to stand as a big negative point (using
code does not demonstrate understanding, writing code does at least somewhat
better).
maybe gain good fammiliarity (and experience) with vectors and matrix math
(and learn some of the oddball seeming, and rarely mentioned, subtleties of
these fields). maybe gain an at least half-assed understanding of calculus.
if one can do all this, and not give up or lose interest first, then maybe
there is hope.
ammusingly enough: I would probably go for that job if I were looking for a
job and in that part of the world (ok, this is a bigger issue). not much use
for a canada job when I am in asia...
or something...
> Tanx
> LH
>
>
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Re: Whats needed for a Developer to be recognised as A 3d Gamming guru ?
Experience goes a long way, there's no shortcut for that so the best
thing you can do is to start working with OpenGL or Direct3D as soon as
possible. Start small, try to get a mental image of how things work and
there is nothing someone else could do that you couldn't do aswell (at
this stage the limiting factor is time and usually that costs money).
Write something simple.. try to program rotating cube or something
simple, after that you might want to play with transformations a bit
more to get solid understanding how those work. Then you might want
something more fancy into the screen so you end up writing (or using
prewritten) lightwave, 3dstudio or whatever format reader and renderer.
Then you might write exporter for some modeling package and again
reader and renderer. Then you might begin to want larger scenes so you
will be working with visibility algorithms, depending on what you want
to do there are many ways to go. Portals are pretty simple to program,
but good data requires editor.. so then you re-use your model export
and reader code to write editor which uses models as building blocks,
lets you choose vertices to build portal faces, to define sectors etc.
Then one day you have alright engine and you are a Guru.
Or, you just learn the concepts and use prewritten engines which isn't
that bad either as engine writers are a dime in a dozen.
Then along the way you get into discussions about how re-inventing the
wheel sucks and is stupid and what not. But remember: those who
re-invent the wheel generally understand how the wheel works (regarding
this line of work). Not saying you cannot get the understaing by other
means aswell but if you created a wheel it is fairly reasonable to
assume that you know How to do it.
Two, three years later you will be working in game industry as graphics
programmer. If you just want the fame and recognition I think this
might not be the line of work you'll enjoy very much..
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