"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) --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html