Hi Cara,
Yes, perhaps it is too far for John, but in large part my response was
directed to Ryan who had asked about the concept.
The idea of putting together lessons is a great one. I personally have
already gained benefit from your math primer emails you sent a while ago
and even looking through Thomas' recent code postings for John.
And making them about concepts and math rather than any specific
language is definitely the way to go.
That way they benefit the most people and also the most devs can take
part in creating them.
Ian Reed
On 7/30/2013 6:23 PM, Cara Quinn wrote:
thanks Ian, for adding that. :) I was wanting to turn Ryan and others on to the
concept of viewing a game in real time with a frame rate and dynamic velocities
rather than relying on timers which might complicate understanding of game
mechanics rather than help it.
As Thomas said, obviously some spoon feeding is in order so moving ahead slowly
is a good thing.
I agree with you, having movement vectors and such be consistent over varying
frame rates is a necessity. I'm wondering if we're not already going way too
far for John. :)
I was honestly wondering if I'd missed something in the discussion with my
couple of notes. So I thought I'd ask.
Just as a general note, it seems this topic comes up from time to time which is
good. I'm wondering if we want to start actually putting together some lessons
for 3D game development? If we do, we can refer back to these again and again.
Also, rather than needing to be language specific, these can really be
conceptual to get people started on putting games together or even supplement
the understanding of the more experienced devs on the list. I think sharing
ideas and styles can be a really good thing. It helps me all the time in my day
to day professional development work.
Anyway, just a thought…
Thanks,
Cara :)
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