[gameprogrammer] Re: What to do after C++?

  • From: "Alan Wolfe" <alan.wolfe@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Fri, 31 Aug 2007 10:11:50 -0700

I stand corrected, your answers make good sense (:


On 8/31/07, Matthew Weigel <unique@xxxxxxxxxxx> wrote:
> Alan Wolfe wrote:
> > why GBA instead of DS?  Just curious since DS has both 2d and 3d 
> > capabilities.
>
> The maturity of GBA emulators.
>
> > Console programming is pretty rough though, especially handhelds,
> > that'd be quite a learning curve since you have to make UBER optomized
> > code just to get a decent frame rate.
>
> Not as true as you might think.  If you have a team of artists producing
> game assets, a team of designers coming up with levels and monsters and
> features, and a team of programmers making it all happen, you run up
> against the limits pretty quickly and have to be wise to resources.  If
> you're doing it by yourself, and avoid algorithms worse than O(n),
> you're going to be fine for anything you put together in a few weeks or
> months to learn.
>
> > My advice if you don't want to go that route is to get a book on
> > DirectX or OpenGL game programming and go through that.
>
> That's also good advice, and all the tools necessary to make a go of it
> are also free.  I recommend the GBA because there is less API to learn,
> and more just pure "this is the way games run."  It also stretches the
> mind a bit to try something new. :-)
> --
>  Matthew Weigel
>  hacker
>  unique@xxxxxxxxxxx
>
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