[gameprogrammer] Re: why Always C++

  • From: "Lilith Calbridge" <lilith@xxxxxxxxx>
  • To: <gameprogrammer@xxxxxxxxxxxxx>
  • Date: Mon, 10 Sep 2007 07:30:21 -0500

"pong wat cammands any book"??????

Dude, how can I understand what you say when you don't speak a common language? 
 And what's with all the unicode in your name?  

-- 
Lilith

>>> On 9/10/2007 at 6:39 AM, "®£$u"v@M$H ¢© $..........."
<theamericansushi@xxxxxxxxx> wrote:
> dude u were a lot of help but u werent that specific like how do i make pong
> wat cammands any book ....or tutorials or could u teach me some how plz
> reply
> 
> 
> On 9/9/07, kuon <kuon@xxxxxxxxxx> wrote:
>>
>>
>>
>> On 9/9/07, (r)£$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)

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