Super pumped ^^
New TL KnowHow Article: Game Programming - Page 3
Blogs > CecilSunkure |
SeeDLiNg
United States690 Posts
Super pumped ^^ | ||
chaokel
Australia535 Posts
Some potential topics that i would be interested in learning more about or would of liked to have been able to find a useful guide on when i was learning them. Inheritance, appropriate usage. the importance of using it in game programming? Abstract classes Collision detection Getting game assets into a program, whether it be created in code or imported (i know i personally have had a lot of struggle here, took me a long time to get an obj importer working) The importance of documentation, comments etc. Threads / multi threads? Graphical options in c++ (opengl vs directx) maybe a description of the way the two pipelines work and advantages / disadvantages. Use of namespaces? Looking forwards to the final article. | ||
CecilSunkure
United States2829 Posts
On October 26 2012 08:17 chaokel wrote: Looks good! Some potential topics that i would be interested in learning more about or would of liked to have been able to find a useful guide on when i was learning them. Inheritance, appropriate usage. the importance of using it in game programming? Abstract classes Collision detection Getting game assets into a program, whether it be created in code or imported (i know i personally have had a lot of struggle here, took me a long time to get an obj importer working) The importance of documentation, comments etc. Threads / multi threads? Graphical options in c++ (opengl vs directx) maybe a description of the way the two pipelines work and advantages / disadvantages. Use of namespaces? Looking forwards to the final article. Thanks for the awesome suggestions but I've already submitted the final copy to MightyAtom for editting. I don't know if I'll be able to get in any other large changes before it's out | ||
chaokel
Australia535 Posts
How is your course? I'm doing an equivalent degree over here in Australia. Curious to how comparable it is to what I'm doing. What kind of content have you covered? How much of your knowledge comes from actual course work / assignments, and how much is self taught? What are your assignments like? Feel free to answer as much or as little as you feel comfortable. Will give me a much needed break from this AI assignment i'm working on . | ||
CecilSunkure
United States2829 Posts
On October 26 2012 10:45 chaokel wrote: Understandable. How is your course? I'm doing an equivalent degree over here in Australia. Curious to how comparable it is to what I'm doing. What kind of content have you covered? How much of your knowledge comes from actual course work / assignments, and how much is self taught? What are your assignments like? Feel free to answer as much or as little as you feel comfortable. Will give me a much needed break from this AI assignment i'm working on . Well you can look at my course sequence here. I'd say about 25% of what I learn computer science wise is from school and the rest is on my own time. Though that's because I study that topic a lot on my own time. I learn around more around 50% of what I know in all other subjects (graphics, mathematics, physics) from classes. Lots of time has to be put into independent studies (and should be like this in any school). Though it should be noted that we have very insane GAM classes that allow you to put in unlimited time... You could say that all my spare time studying goes into this GAM class. | ||
LlamaNamedOsama
United States1900 Posts
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inn5013orecl
United States227 Posts
Another thing one will have to consider, and I'd actually suggest mentioning this somewhere in your game design writeups (as it is important pertaining to production, but has to be considered close to beginning of development), is the inherent cross-platform functionality of programs written in Java and C#. To do in C++, will have to go through a couple more steps, either using frameworks like Qt, which can run quite expensive if you're actually planning to publish, or write a fair share of macros to handle/except each platform's specific functions. | ||
Bobbias
Canada1373 Posts
On October 25 2012 23:40 Rollin wrote: Well I have a fair bit of C understanding, and I was going to be working as best I could this summer break (winter for you americans) on a joint C++ project with some people over the internet, so this will be invaluable. Looks amazing, although it would probably be geared at people that have some prior experience with programming already, no? Seems kinda like a split between gamemaking / intro to programming article to me (but I'm not complaining). Um what exactly do you use that for, I'm curious. I had to do a unit with it, and it seemed rather esoteric and not really useful outside of designing your own chips (not practical outside of large scale). Honestly it's just personal interest. I'd love to get my hands on an FPGA, and ultimately, I'd love to do something like this demo [youtube video here] (not that I'd likely ever be able to make something that awesome) EDit; This one is more like what I'd want to do. | ||
Incanus
Canada695 Posts
On October 25 2012 07:37 CecilSunkure wrote: As for all the people saying C++ is ambitious, I don't really agree. Being afraid of memory management and pointers isn't something I feel a professional software engineer (especially one that wants to work on game development) should ever be afraid of. Starting to learn by running straight into both C and C++, I feel, are great ways to build a strong programming foundation. No, knowing about memory management and pointers prepares you pretty well for C. C is a fairly small and basic language. However, being a competent in C++ involves knowing a shitload more than that. C++ is a beast with tons of C++ exclusive features and quirks. Undefined behaviour, memory ownership, and too many (bad) choices are all things that beginner C++ developers have to worry about. There are so many pitfalls to avoid (that beginners would have to unlearn) that starting with C++ is probably the last thing I would recommend. | ||
spinesheath
Germany8679 Posts
On October 27 2012 21:57 Incanus wrote: No, knowing about memory management and pointers prepares you pretty well for C. C is a fairly small and basic language. However, being a competent in C++ involves knowing a shitload more than that. C++ is a beast with tons of C++ exclusive features and quirks. Undefined behaviour, memory ownership, and too many (bad) choices are all things that beginner C++ developers have to worry about. There are so many pitfalls to avoid (that beginners would have to unlearn) that starting with C++ is probably the last thing I would recommend. Pretty much that. I haven't seen anyone yet who started programming with C++ and wasn't godawful at it. Me included. It took me ages to learn proper C++. Not so much because it's hard (it isn't THAT hard actually), but because there are only very few resources that teach you proper C++ from the very beginning. And an article on TL just can't teach proper C++ due to length restrictions. Languages like C#/Java force you to avoid most of these pitfalls that turn you into a crappy programmer. That's the one of the main ideas behind their design, after all. You still should read up on pointers when you learn C# anyways, or else you will run into issues with reference types and value types. Then when you make the switch to C++ you will find that emulating the designs you know from C#/Java leads to pretty solid C++ code. I'm not hating on C++ by the way. I like it a lot. I just hate crappy C++ code, and might as well suggest people to take the easier approach. | ||
AKnopf
Germany259 Posts
you could write a List of game engines with some comment to each entry. Especially those you have already used. Here is mine (fyi): - JMonkey (I used it in Version 2.something) Neat 3D engine written in Java. Rather basic features so a lot of hand work to do. I believe Minecraft is written with JMonkey. - Gosu 2D engine written in C++ and Ruby. Very very basic but therefore lean. It is surprisingly fast (ruby) but has some weird bug with sound and process termination (windows) - Chingu 2D engine based on Gosu. Very high level artifacts with convenient classes, methods etc. Has a trait model to write you own "kind-of-extensions" to the engine. - JGame Basic 2D game engine in Java. I have near-to-no experience with it, so not much to say. - XNA 3D game engine from MS. Easy conversion between PC and XBOX. Games can even be published on XBOX platform if they are approved by some instance I don't remember. I used it for a 2D game, so i cannot say too much about its 3D features. 2D features are very basic (rather horrible). XNA has some restrictions on when it is free and when not. I do not really remember the specifics. All the others are open source and free to use. | ||
thedeadhaji
39489 Posts
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CecilSunkure
United States2829 Posts
On October 29 2012 10:22 thedeadhaji wrote: if this goes well, maybe you can consider flushing it out and publishing an ebook An ebook hmm? Do you have an example I can check out of what you mean? | ||
WhalesFromSpace
390 Posts
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ptrpb
Canada753 Posts
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XythOs
Germany520 Posts
(And +1 for please include basic networking :D ) | ||
ShiroNeko
Australia20 Posts
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HaRuHi
1220 Posts
Any chance we could get some networking stuff in there? He already said he won't cover networking stuff-but for the heck of it: Can you give some insight on networking? In all srslynss, I have yet to see the text that can gap the bridge for people, good luck with that! I think I will mostly take some teaching advice from this if you happen to pull that of. Kudus and good luck | ||
MilesTeg
France1271 Posts
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CecilSunkure
United States2829 Posts
On November 05 2012 00:18 MilesTeg wrote: Add me to the list of people who are super excited about this! Any idea of when we'll see it? Any time | ||
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