[gameprogrammer] Re: why Always C++

  • From: "Alan Wolfe" <alan.wolfe@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Sun, 9 Sep 2007 23:25:34 -0700

FWIW where i work we've had alot of new hires fresh out of school
lately.  some from prestigious schools, some from community colleges,
some from gaming schools.

2 of the people are from digipen in washington and while most students
fresh out of school made neat games using existing engines, the
digipen students did the same quality games (if not better!) without
relying on a prebuilt engine.  Their level of knowledge is alot better
too.

So if anyone is way serious about getting really good and going pro,
digipen really seems like an awesome option (:

On 9/9/07, kuon <kuon@xxxxxxxxxx> wrote:
>
>
> On 9/9/07, (r)£$ǖv@M$Ħ ¢(c) $........... <theamericansushi@xxxxxxxxx> wrote:
> > where should i start for game programming i really wanna know how rite now
> im learning c++ well plz reply i really would apreciate it
>
>
> You have two options:
> - Going into a school dedicated to game programming
> - Learning yourself
>
> Which one you choose depends of your motivation (hobby or living work?) your
> age (if you are very young, you can learn by yourself a lot easier) and your
> money (school can be expensive).
>
> I won't say one is better than the other, it depends of yourself. As me for
> example, I lack everything needed to attend a school and I had the luck to
> have a Mac SE 30 at the age of 6 to start playing with it. I think I started
> programming about 14years ago, it starts to be quite some experience, but it
> is nothing compared to the guys who worked on early unixes nearly 40 years
> ago.
>
> I'm saying this because I think you need two things to be able to write good
> programme, experience and passion. If you love what you do, experience will
> come with time, just do it.
>
> Ok, enough for the pseudo emotional crap :P
>
> If you don't plan to go in a school, for any reason, I suggest you don't
> think the way you are now. I mean, you said, I know C++, and I want a game
> to "fit" that language. Of course, with C++ you can write anything you want,
> but the idea behind it is wrong. To write a game, you must firstly imagine
> that game. You must know how it will looks like, how you will play it and
> things like that.
>
> Start with a small project you can finish and polish, doing some testings is
> nice, but finishing a project is what that will make you a "game
> programmer", even if you make a pong, it doesn't matter, as long as you have
> the passion and the motivation to continue.
>
> When you have the idea of your project, separate it in parts. Like, let's
> take the pong:
> - Inputs
> - Graphics and sound (the art, nothing to do with coding)
> - Rendering
> - Audio
> - AI
> - Core controller
>
> Ok, now, to make that game, you need to be able to make each and all of
> those parts. So, what you will do is to start a mini project for each of
> them, until you succeed.
>
> So, let's take the input, the goal is to setup a small project in which you
> can move the mouse and have the coordinates printed into the console, that's
> enough, for the game, you will do the same, but instead of printing to the
> console, you will send it to your core controller. You can use SDL or direct
> OS controls.
>
> Then, the graphics, for a pong, it's not really a problem, but here, you can
> let your imagination do some incredible things, same for the sound effects
> and music. Now, I put that part in two, but that one hasn't to be done in
> the same sequence as the coding parts, you can even ask someone else to do
> it.
>
> For rendering, the goal is to be able to print something on the screen, if
> possible from image files. Here, I suggest you use something like SDL+OpenGL
> or OpenGL directly you will find hundred of examples for both.
>
> For audio, you can use SDL_Mixer or OS Api, also here you will find example,
> the goal here is to play music with sounds triggered by something, like a
> key or mouse movement (you migh want to use the input made at stage one for
> this).
>
> Then the AI, for this, a terminal application is what you need, an AI has
> inputs and ouput,  in this case, you give the ball position, and the AI give
> you the pallet position. Of course, this is a very simple scenario, an you
> will find a lot of books on AI, but having the AI acts like a function
> (in->out) is the simplest and a very powerful way of creating nice AI.
>
> At last, the core controller, this is the final project, at this point, all
> the other part should be known. When you are a skilled programmer, you can
> start here directly, and add the other things on it, but remember to not add
> something you don't know well to it. Always test elsewhere.
>
>
>
> I hope this will be of some help to you, I'm not very good at explaining
> things. If you have any specific question like which book, what's SDL? Try
> google, then you might post here.
>
> Best regards
>
>
> --
> Kuon
>
> "Don't press that button."
> http://goyman.com/
> Blog: http://kuon.goyman.com/
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