Wait, no you won’t. Unless by some chance you were trying to learn OpenGL back in 2000, in which case you may have found my short-lived tutorial site “glGameDeveloper()”. Somehow at 17, after 6 months of learning C++ and OpenGL, I felt I was ready to start teaching people how to get themselves started as well. It would have been more of a mutual teaching-and-learning experience, especially because early OpenGL became completely obsolete within a couple of years. It took quite a while for it to become what it is, so I don’t regret putting game development “on the backburner” for over a decade, and I’ve got a lot of backburners.
You also might also remember me from the original Tomb-Raider.com, formerly Joe’s TR Page. I moved on after a few years, between the pressures of school, and just losing interest. The original was just too good, and by pushing out a sequel every year, they could never match it.
The web host I was on had a deal where putting their button on your page to advertise for them would lower your bill. Eventually I was making enough to upgrade to the full hosting package and turned it into a network, letting other fans make their own sites.
Since then I’ve moved on to many other things, and learned a lot about audio and video, without intending to come back to games. I always kept learning enough about one field and then finding some new endeavor, but finally I’ve come full circle back to game development. Not surprisingly I’ve also been drawn back into writing about coding, so here I am making a tutorial site again. At least this time I didn’t have to write my own blog script in Perl. Ahh, the bad old days.
Anyway, as for those other backburners, I’ve worked with video editing and animation, and graphics and logo design. I’ve also toyed with music programming, audio recording, and guitar teching, although my left arm was injured and I can’t play anymore, but fortunately I never really could anyway.
None of this is anything to boast about except for the experience, and I did get a lot of that. The ThudBang Music System in the JEOZ Engine will be based on a lot of things I already understand from working with audio. The jeOS User Interface comes from years of working with interfaces in VB and adopting all the best techniques that Microsoft uses. And when I finally make a trailer for The Big Game, I don’t have to pay myself, and I can put all the time I want into it, so by default the quality will be the best one person can pull off.
I could list off all of the apps I can use, and the years I started working with them, but, meh. I’ve said more than enough, and the work has to speak for itself anyway. If I was that good at any of these skills individually I might have a job doing one of them by now. Instead it took years of various attempts until I could put all of it together into one project.
That’s what makes this one so perfect for me. I can get totally burnt out on one aspect of it, finish anything I’m in the middle of, and move on to something radically different. It’s all the same project in the end, so it all counts toward one goal. Writing these tutorials helps polish up my code, so even blogging isn’t that much of a distraction from focusing entirely on the engine.
It’s up to the public which part I focus on. I’ll listen to any questions and suggestions, and a good question will write it’s own answer, but I can also be made to feel obligated, aka bribery.
In any case, I can only do what my brain is ready to do, but it can be pushed in whatever direction the game development community wants it to go. I’m not in this just for me, or for money, because if I was, it might have happened a very long time ago.