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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

File: 1447794131386.png (302.29 KB, 721x902, 721:902, 3245364.png)

933f71 No.23901

I've worked in 2D game development for a couple of years using Unity and Cocos2d-x.

I want to move into 3D development and out of 2D.

Should I try to get the 3D ball rolling in Unity, since I've already used it before, or should I just learn a different 3D engine, like Unreal?

Maybe some other ideas for getting into 3D development?

a74ef3 No.23903

Try both, stick with what works for you.

I use OpenGL, so the only advice I can give pertains to that.

If you want to get started with OpenGL (you probably don't), you want to first learn some math. Learn about matrix algebra particularly, and then move on to actually learning it.

Resources for learning modern lower-level graphics programming are shit. Everything from loading up the buffers to shader programs, etc. It's all shit for beginners. If you do OpenGL, start with an older edition of The OpenGL Programming Guide (like one targeting an OpenGL version 2.x), and actually learn the deprecated, dead fixed-function pipeline, even with immediate mode. You will learn nothing that you will directly use with modern graphics programming, but you will build the foundation necessary to move up.

Then add working with VBOs, then add VAOs, then get a basic shader program working, and you're well on your way.


912585 No.23911

I really really like Unreal so I recommend that. I haven't spent much time with Unity but I just feel more comfy with Unreal and it feels more powerful, even though it does come with more bloat.

But I mean if you've already been using unity for 2D you may as well try that with 3D I guess. Not a huge point in switching unless specific things appeal to you. Although changing it up can be fun.


c30017 No.23913

>>23901

Having used both Unity and UE4 I would say UE4, now that both are free you'd only want to use Unity for 2D (and if you go 2D there are better options anyway).


6d897c No.23926

>>23903

This is bad advice. Last year I learned modern OpenGL programming (3.2+) from purely online resources with no prior knowledge on 3D math or 3D graphics programming.

Why would you direct someone to learn a deprecated, dead language?


a74ef3 No.23933

>>23926

Because most people give up on modern OpenGL before they even figure out how to get their first triangle rendering. The fact that you have 20 possible reasons for getting a blank screen on start-up is incredibly daunting for beginners. At least with old OpenGL, you couldn't fuck up. If you could get a context, it was only a few calls before you were rendering a triangle, and you can incrementally move from that to modern OpenGL with only a few hours of study.




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