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번역 관련 문제 보고
c++ for 3d modelling? what could go wrong
No, making a computer game is not inherently difficult.
Sorry to devs/coders out there, but it's just not the impossible mountain being climbed by intrepid heroes that the heroes want to make it out to be.
It is, however, difficult to make a very good game.
"Doing the thing" is something that's dependent on the game's intended gameplay and its design.
There are certainly technical challenges that must be overcome in order to satisfy the designer's wishes. But, that's because that's what the designer chose to do, not because fifty-eleven programmers have decided to put out a fire by hauling water from a nearby river using spoons.
A friend of mine who is at the executive level of certain sorts of IT told me something years ago that has stuck with me ever since - "The industry doesn't need excellent technical people with advanced skills. It needs idea people. I can get programmers just about anywhere." (Paraphrased)
I do realize it does take a lot of work to take an idea from inception to realization, but that doesn't mean the process is, by definition, "hard."
the larger and more complex a game is , the harder it's gonna be.
but, to create the original.... its really hard. even you try copy and paste from any existent game, its still take time to figure out how to not make it too similar. Learning programming is important too, since if you are asset team and want elaborate your asset to programmer team, you need a prototype. yeah, you can just talk what you want to programmer team but they might have no clear vision
However, has its dificulties... 7 year wait for update becuase the guy listens too much feedback and wants to work alone
Creating video games requires programmers, network engineers to build network infrastructure for online sessions, graphic designers, animators, story writers, actors, and a director. Programmers are the ones who develop game engines. A game engine is a piece of media software, just like Adobe Photoshop, 3ds Max, AutoCAD, etc. The people who design 3D models and objects work with this software, and they are animators. The director and story writer would plan the mission designs, stories, dialogues, etc on paper, but game designers would implant them technically.
Alternatively, you can start practicing with creating game Mods and workshop maps, or start with smaller softwares like GameMaker if you want to become a game designer and you think you have talent for it, unlike me, who was never good at painting and designing things.
But just like in movies, there are many technical workers on the scene, like a sound mixer, stage designer, lighting technician, cameraman, editor, etc. Only directors and actors who become famous, gain popularity, and appear in the foreground of products and other specialties will be hidden in the background of the project.
Google, Windows, and so many big products weren't made in one night or by the hands of a few people. They are like a Skyscraper building now and have been under development for over 30 years. They get updated every day and become bigger and bigger by the time, with thousands of specialists and ideas in history that made Google search engines in 2024 or Windows 11. That's why I don't like when one person becomes bold in some companies, like Bill Gates, Steve Jobs,etc. Steve Jobs was never an engineer at all, and he always wanted to be an animator dreamer, but they are more like a presenter and do the advertising in front of people and are never a big part of their products.
But people like Kojima, Sam Lake, David Cage, Shinji Mikami, etc. are totally respectful and honest people, and it's the nature of art businesses that makes directors and actors famous.
there already exist a ton of asset flips and open source engines or codes.
my take is not too much once you get the hang of it
but for an ambitious game with 3D models like UE3 or 4 then maybe MAYBE yes b/c most of the nicks haven't been worked out yet.