ZOOMIE1980
Posts: 1284
Joined: 4/9/2004 Status: offline
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quote:
ORIGINAL: Marc Schwanebeck Can´t wait untill your first game is out ZOOMIE, untill then, well , I don´t hold my breath. As from now on I would like to prefer support threads to be just that, for support and not discussions about how just how killer cool you are. Thanks alot. Well, I'm desparately trying to learn some things about this business, about the development aspects, about why things are done in a certain way so I can avoid any well known pitfalls, know what's been tried before and failed, so I don't repeat past mistakes. And I get damned few answers from 2X3, Matrix or most anyone else. For instance: 1) I have yet to get a straight answer from a Matrix developer as to why DirectX API calls are needed for turn based wargames that only play .wav files, and intro movie, and a background song? I know what DirectX is and am somewhat familiar with it's API and its history. 2) Why does no one at Matrix or its partners (to my knowledge) use Object Oriented design for turn based wargame development? 3) Why do Matrix and partner developers opt for home-grown graphics primatives rather than industry standard C++ GUI toolkits for standard UI game elements? 4) Why do so many Matrix and partner developers opt for error prone fixed-array memory data-models with so much hard-coding of data specifics instead of more modern, stable, STL-style dynamic container methods for turn based wargames? 5) Why has no one opted to use structured disk file systems like RDBMS's for managing game data? And then other develop questions I have asked repeatedly that include: 1) What art/imaging tools do developers prefer for creating game graphics like bitmaps, jpegs, tiffs and such. 2) What release and code management tools do Matrix and partner developers use to manage code (Visual SourceSafe, CVS, etc....??) I keep asking these questions but get almost NO answers from anyone. I've asked for a developers forum, seen some mention of it, but have never found one, so I keep asking here. Stuff gets buried in a HURRY on the general forum, and bores the hell out of the general gaming community, so ask up here in the "Technical Support" area because, afterall, I inquiring about some very "technical" type support, and the "techincal" people at Matrix tend to hang out here, not there. I've tried the general Matrix tech support forum as well with even less results. I'm sure there are answers to the above. I'm sure Matrix and their partner developers have reasons for doing a lot of what they do, some probably valid, some probably not and knowing those things, potential new game authors might be able to make some fundemental decisions up front and avoid some of the pitfalls. If I get short tempered at times, it is because I'm frustrated at not getting any answers at all, just vague, non-responsive stuff with no real useful information. And if I come off seeming like some sort of braggart blow-hard, know-it-all, that's not the intent at all. I'm actually a "know-nothing" in this area. I'm merely trying to establish the point that I'm not some hobbyist that happened to pick up a C or Java for Dummies book and tried to learn how to program, but an experienced, professional software developer with decades of real-world programming and software management experience, that has tried to stay as current as possible in the profession, that would love the opportunity to try my hand at doing this stuff for real some time soon. But I feel like I'm flying blind and have no idea how to really start and don't want to waste my time on methodologies that might be great for the custom vertical market software business but have no relevance to this business. But enough, I suppose. I'll let you people get on with your work. I know you're all busy as hell. Hopefully I'll eventually run across a real game programmer some day that will actually be willing to talk, at length, about the technical stuff.
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