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On December 12 2012 06:48 3FFA wrote:CecilSunkure just curious, what compilers do you use to program with and what compilers have you used to program with in the past? Any short reviews you would be willing to give of a few? edit: Also, when reading through this I noticed this odd sentence Show nested quote +In the first sentence about Heap: The heap is memory is a large location of memory that dynamic memory can be requested from. I've used GCC, g++, borland and Microsoft's compiler. I like Visual Studio the most for actually writing code. I like g++ as a compiler the most because it supports a lot of c++11 features that Microsoft does not.
As for what you should use, I'd recommend using Microsoft Visual Studio Express.
And why is that sentence odd? Makes sense to me
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On December 12 2012 18:45 spinesheath wrote: "heap is memory is" Oooh I see it now.
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On December 13 2012 06:45 CecilSunkure wrote:Oooh I see it now. Would you mind editing that then? o.O
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On December 14 2012 07:11 3FFA wrote:Show nested quote +On December 13 2012 06:45 CecilSunkure wrote:On December 12 2012 18:45 spinesheath wrote: "heap is memory is" Oooh I see it now. Would you mind editing that then? o.O I don't have html privileges for TL. I'll be putting an updated version on my personal site though
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Got to appreciate Blizzard even more now
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Okey, 3 great things coming together here. . . Teamliquid, Gamedev and Cecilsunkure. And funniest thing is, I got to this article through tutsplus article.
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On January 03 2013 07:09 RGnt wrote: Okey, 3 great things coming together here. . . Teamliquid, Gamedev and Cecilsunkure. And funniest thing is, I got to this article through tutsplus article. O.o interesting can you link that?
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Bookmarked. Once I have a thorough understanding of Python(first language) i'll give give C/C++ a shot.
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It's like a book, except free! Nicely done
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It's interesting that this is listed on that site as a "game development tutorial"; I find this much less to be a tutorial on game development, and much more a simple collection of "things to know and remember". The title itself is "Primer", which I think is fitting enough - a tutorial, I feel, would have to be something much more specific (perhaps concerning the structure of an engine, component-based systems, threading discourses, and so on) in greater detail - but I digress
Anyway, this is excellent for what it is. One thing I think people should remember, if they're trying to do any kind of graphical display, is hardware acceleration. Software rendering is painfully slow T_T
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On January 07 2013 02:55 Zeke50100 wrote: Anyway, this is excellent for what it is. One thing I think people should remember, if they're trying to do any kind of graphical display, is hardware acceleration. Software rendering is painfully slow T_T
There's a bloody good reason to learn from ground up software rendering 1st. You learn the math behind the magic, which is way more important than to learn "specific" hardware accelerated api
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Game programming is too complicated and hard you can get a much easier job doing pretty much anything else and get paid as much or more anyways. More money in other businesses then in making games generally speaking there always exceptions.
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On January 07 2013 06:55 RGnt wrote:Show nested quote +On January 07 2013 02:55 Zeke50100 wrote: Anyway, this is excellent for what it is. One thing I think people should remember, if they're trying to do any kind of graphical display, is hardware acceleration. Software rendering is painfully slow T_T There's a bloody good reason to learn from ground up software rendering 1st. You learn the math behind the magic, which is way more important than to learn "specific" hardware accelerated api
I wouldn't say hardware accelerated OpenGL is a "specific" API. Software rendering only gets you so far, and it is much simpler and far less powerful than hardware accelerated graphics. I'm not quite sure where you're doing hardware acceleration without learning the math behind it. Transformations and whatnot don't happen on their own.
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On January 07 2013 08:42 snakeeyez wrote: Game programming is too complicated and hard you can get a much easier job doing pretty much anything else and get paid as much or more anyways. More money in other businesses then in making games generally speaking there always exceptions. I don't think anyone has ever gotten in to game programming for the money though and there are certainly no one here that has sugested that would be a good idea. Just like you don't become a Starcraft pro for the money (unless you're Stephano of course).
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Minecraft is written in Java (I'm not a Java developer). All sorts of games are written in Java. Don't want to burst anybody's bubble but this is written by an amateur for amateurs, and there's a lot more to programming, games or otherwise, than the low-level things covered in this article.
The big thing you need to know when programming anything graphical (like most games) is MATH. The language details are the easy part.
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From the op:
Tools like these can be wonderful for creating games, but this article isn’t dedicated to this area of game programming. I intend to write about how to start programming with the intentions of programming as a profession.
C++ is integral for anyone that wishes to have a career in the video games industry as a professional developer, especially if you want to have the best chances at success when you first start attempting to get a job as a game programmer.
And that holds true. If you want to work in the games industry, you learn C++ and that what the op is aimed at. I personally wouldn't make a case for learning C++ otherwise, but it's just the way it is. I also wouldn't pursue a job as game developer. I feel people romaticise that somewhat and there is too much competition compared to other branches of software development.
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This is amazing, TL needs to do more about getting these knowhow's more exposure, I barely caught this.
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On December 08 2012 02:58 spinesheath wrote: Just learn C++. C is used only in some rare and very specific circumstances nowadays.
This is not really true. It is certainly valid in game programming and similar high-level, high-complexity programming endeavours. Moreover, having learned C++ you won't have too hard a time understanding C, so "just learn C++" is sound advice.
But C is still used all over the place, mostly for academic or low-level purposes like kernel programming, drivers or any number of obscure CASs. Heck, people still use FORTRAN...
Edit: Pondering whether my stated uses of C would qualify as "rare and very specific" circumstances, I decided to restate my point: Among all languages C may have a rather low market share today, but compared to just C++ the difference is not as big as one might think. Googling for some numbers on that statement I was surprised to find that the difference is even smaller than I assumed, see this article (10/2011). Of course, there are no really reliable numbers. Plus it's not even clear what we are trying to measure here. How is "market share" defined for programming languages? :S Nonetheless, the graphic is interesting – especially the "job postings" bar.
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