So here’s me, late 2007. University wasn’t going well, and I was beginning to suspect I had chosen the wrong career path. On the other hand, my programming skills had been improving, and I had finally gone looking for a 3D game engine.
I found Blitz3D.
Blitz’s simple interface and use of the BASIC programming language lightened the learning curve going from 2D to 3D graphics, but it also removed from me some area’s of complexity, like collision managment, basic drawing concepts and terrain rendering. In hindsight, I really can’t tell if this was a good thing or a bad thing. On the one hand, it allowed me to build a few projects to near-completion very quickly: on the other, I only had a very shallow understanding of what it was I was actually doing. I remained enthused, but it slowly began to dawn on me that Blitz simply wasn’t powerful enough for my needs.
Losing interest in one project and looking for something else to occupy myself, I decided that I needed a different, more powerful engine. I found something even more powerful than that: the XNA framework.
According to a definition I found on the internet, which means it is absolutely infallible and anyone using any other definition is a blasphemer and a heretic, a game framework is a step above raw DirectX but a step below an actual game engine: it’s used to build the engine, which in turn is used to build the game. I had no idea at the time what this meant, but I saw normal mapping and bloom effects in an XNA project and, eyes shining with innocence, I happily ran after the graphical candy.
Sold his soul for Parallax Mapping,