Well most of my development experience (actually all if I think really carefully) comes from just reading books and spending way too much time in my bedroom. I am in the CS department here at MSU, but the classes and the labs are some of the least challenging things I have ever done with code.
We have a new entrepreneurial center over here on College and 19th (assuming you still know where that is) that has a lot of small startup businesses in it, many of which are very application development based. I work for a company called SoUSay, Inc. in the TechRanch (that's what they call the entrepreneurial center) and have been writing a PHP/MySQL app with them since late October.
I got my coding start in HTML and JavaScript at about age 12, and have been doing all types of development ever since. Mostly working with web languages, but I have always wanted to do game development (like so many of the CS majors at any university, only I haven't met any here that have any 3D/2D/game coding experience at all.) Early in highschool, I decided to broaden out into more desktop application developmnt and got a student version of Visual C++, which happened to come with a game development kit that was utterly useless, but more deeply planted that seed in my brain.
After I got sick of all the bullshit C++ makes you deal with (and it is bullshit when you are only 15 believe me), I went and got a copy of Visual C# as I had heard it handles memory management and a few other things for you, and I already knew Java, so it would be easy to learn. The second i got C# up and running I started working on DirectX development.
I bought about 5 books dealing with general Game Engine Design, most of which were for C++, but some that were also done in C#. Playing with all of the engines in those books made me realize two things.
- People who write books write terrible code
- Game engine development is too detailed and in depth to get from a book
So, I decided to just get the Managed DirectX Graphics and Game Programming book which led me to get more into the general graphics programming theory instead of simply game engine development. While I taught myself all about graphics programming, I put together the first iteration of the Hazy Mind Game Engine, which at the time was labeled the VSTEngine, for Venus Software Technologies, the small company name I had picked out in case something ever got going. That was based on the fact that the gaming industry as a whole is centered around games for guys and I thought I should pay a bit of a tribute to the other half of the world that keeps this industry going.
After about 5 years of messing around with my 3D engine, and not having produced any games, I decided I'd at least get something productive out of the process I had just undergone and try to help other people learn some things that took me far too long to find.
So I deleted all the code and started over, this time documenting the whole process as I went. (O.K. I didn't delete all the code, because I still liked the way the old engine was put together, but I haven't reused anything yet.) I threw together about 10 tutorials in the first few months, and then got slowed down a lot with having to work to pay bills and all the general life stuff that seems to take so much time.
Hopefully soon, time will once again come my way and I will be able to get underway on some great new additions to the engine. Animations are coming first, but soon I will also add in a few more shader tutorials and a lot of additions to the Scene Editor as well. Maybe soon we will even be able to put together a fast prototype game with Hazy Mind as the base.
So that is basically the story so far. Anyone who wants to know specifics about what other things have happened during college can feel free to read through the many blog posts that I had made on here before it got converted to 90% development content. I'm not sure where everything will go from here. I have been told by many I should just write about book (which I might consider once XNA is fully released and that whole area settles a bit), but that too takes a lot of time that I simply don't have with school and a job right now.
I want to someday licence the engine for commercial use if it gets to be good enough and easy enough for people to put together some real games/apps with. The picking code is already being used in one industrial application being produced by the guys at simcon.dk. It isn't much, but it's a start.
So that is all I've got for now. That topic has been sufficiently rambled on in my opinion. How about everyone else. What are your stories, and where would you like to write their next chapters to?