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Re: C4 Game
[Re: Machinery_Frank]
#183076
02/27/08 15:15
02/27/08 15:15
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Joined: Oct 2003
Posts: 702
zazang
User
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User
Joined: Oct 2003
Posts: 702
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Yeah time spent leaning is good...I recently started leaning back C++...If u wanna be a programmer for the most part of ur life then ur safe bet is C++..If u dont believe then go check here the programmer job requirements in the big studios :- http://www.gamedev.net/directory/careers/default.asp?occupationid=4That said,my first and last engine love is gamestudio..It is so powerful yet so easy to grasp...I just wait for the day a mainstream game is released in Gamestudio and then all GS programmers get hired in id software jk
I like good 'views' because they have no 'strings' attached..
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Re: C4 Game
[Re: zazang]
#183077
02/27/08 20:32
02/27/08 20:32
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
Expert
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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yes, i do know a couple other programming languages; mainly C++. Quote:
As long as SED crashes with debug information and error messages are not handled back to SED you will not feel as comfortable as you feel in a standard development environment.
the crashes are only with specific errors, and aside from those the error messages given are generally very useful and quite specific.
even then, A7 is fairly easy to use with other programming languages too.
i'm not trying to say "choose A7 over C4" because i couldn't care less. i'm just trying to be useful for anyone who comes across this thread and this decision by summarising the thread -- great for artists, but A7 is more useful for programmers. if a programmer really wants to dive into the C++ nuts and bolts A7 and C4 both give you good options, but i can't compare them because no one here who uses C4 seems to use it for its C++.
just one other note as i was scanning through this thread again:
Quote:
But since Lite-C also forces you to use pointers and structs the gap between Lite-C and C++ became smaller.
lite-C does not force you to use pointers and structs. it does not make anything more difficult than C-script. the only hard part is getting used to the little differences if you were already a proficient C-scripter.
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: C4 Game
[Re: JibbSmart]
#183078
03/14/08 09:32
03/14/08 09:32
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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I rendered a few of my models and textures in C4 and I like it more and more. Here is a machine of mine: and another one: And here is a test of one of my textures with different rendering modes: normal-mapping: parallax-mapping: horizon-mapping: Last one is impressive. It is better than parallax. It casts even shadows from materials on materials (self-shadowing) only from height map. I will do some more experimenting with it. But up to now I am really impressed by the amount of lighting options, the optimized OpenGL shaders and the scene-management. A quality demo with huge amount of details per zone should be possible there.
Models, Textures and Games from Dexsoft
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Re: C4 Game
[Re: Why_Do_I_Die]
#183082
03/21/08 10:37
03/21/08 10:37
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Why_Do_I_Die: I am afraid I cannot answer this sufficiently. Up to now I always had fps at my monitor frequency. So I think I did not produce any heavy FPS hungry scenes so far. But I will do in the future. I checked another of my machines in C4. I tweaked the amount of light reflections a bit more this time with some micro-facet options of the shader. Very interesting stuff. It is really fun because you can do it in the material editor and see changes in real-time in your scene:
Models, Textures and Games from Dexsoft
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