[gameprogrammer] Re: why Always C++
- From: "®£$ǖ\"v@M$Ħ ¢© $..........." <theamericansushi@xxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Mon, 10 Sep 2007 17:09:16 +0530
dude u were a lot of help but u werent that specific like how do i make pong
wat cammands any book ....or tutorials or could u teach me some how plz
reply
On 9/9/07, kuon <kuon@xxxxxxxxxx> wrote:
>
>
>
> On 9/9/07, (r)£$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/
>
--
Reply,
(r)(((???£ Ŝǖ"v@ˉ˘MśĦ ¢ ???)))(c)
- Follow-Ups:
- [gameprogrammer] Re: why Always C++
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- [gameprogrammer] Re: why Always C++
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- [gameprogrammer] Re: why Always C++
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- [gameprogrammer] Re: why Always C++
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- [gameprogrammer] why Always C++
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- [gameprogrammer] Re: why Always C++
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