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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