Awor Szurkrarz said:What would be the best when someone wants to make a game that looks like Exile?
The language that you're familiar with. But I would use C++ simply for clanlib and the various roguelike libraries that's catered for C++.
Awor Szurkrarz said:What would be the best when someone wants to make a game that looks like Exile?
Heh, it's just a quick example that C++ isn't bullet-proof, not an argument for avoiding the language. Not the end of the world, but it's full of ugly crap like that - and worse, although some people seem to get off on it, like thinking they're clever and abusing how overloaded operators define sequence points.Catbert said:Antihero, all I see is stupid use of the tools C++ provides.
If you code like that in actual, real world systems, I hope you get fired.
Sure, you can even "leak" references in Java if you're thoughtless, for all the good having a GC will do you.You can fuck things up in Java too. Having a hold-your-hands language is no replacement for common sense and a little discipline.
Majority who failed did fail on art assets, or at ability to make consistent rules.desocupado said:So, I have had this pipe dream for a while, of making a simple strategic game.
C++ isn't math language, you need to specify what sqrt you want to use. In fact, in Java you are using Math.sqrt() (which is a sign for compiler to use ASM command for sqrt.) Or you can use a different type of sqrt, when you need a strict compatibility with double precision floating point standard, or use yet another sqrt when you need to use 512+ bit data types.I don't remember having much trouble until I reached classes, and stopped there, run out of interest. I was losing interest since pointers, actually, because I was not seeing the tools to build a game.You'd need to download platform SDK from MS, and also DirectX SDK, because of tools. Use OpenGL, it has some advantages for people without large code base. (Small and very large code bases should use OpenGL.)Where were the stuff to show sprites, mouse support, grids, etc?
For cycles, and arrays are quite important. (Well you can hide them under cover, and then try to find that one line from 30000 that caused the RAM usage to grow from 60MB to 3 GB.)I mean, I know you do some of these stuff with arrays and loops, but I was about 1/3 to 1/2 through the book and all I was doing were DOS programs...
C++ is shitty. When I need to make a program in C++ I make it in Java, test it, and then port it into C++ (and try to preserve design).But that was recommend to someone who did not want to complicate his head with programming, which is not my problem, I think I do like programming, so would not C++ be a better tool? But if so, what I am missing? How do you do that stuff in C++? Not seeing how I would use what I had was what made me loose interest.
Sorry for the wall of text. Also, I was shocked when I had to include math.h for a C++ program be able to a square root. FORTRAN does that shit from start.
ADC eax, ebx
SAR eax, 31
AND eax, [struct.MASK]
ADD edx, eax
AND edx, [struct.MASK2]
MOV edx, [edx]
.if(zero?){
invoke shotResolve edx
} else {
invoke bloodBath edx
Hilarious! But I'm sure you're kidding, and actually know about cross-platform GUI frameworks like Qt & wxWidgets, about 'non-modern' stuff like Boost, template metaprogramming... anyway, enough.Raghar said:...deprecating the C++ language...
acolyte said:Hilarious! But I'm sure you're kidding, and actually know about cross-platform GUI frameworks like Qt & wxWidgets, about 'non-modern' stuff like Boost, template metaprogramming... anyway, enough.Raghar said:...deprecating the C++ language...
On topic: some good advice above, would like to add these:
1) OP, you want to learn C++, but stopped before classes??? Does not compute, learn C instead if you don't care about classes.
2) #include <cmath> in C++. Not math.h (this hints to a warped way of learning C++, biased towards C). What book were you reading anyway? Most modern approaches of teaching C++ I know, use STL right from the beginning, favor std::vectors over arrays -whom they delay for later along with pointers-, try to introduce user defined types early on, etc.
3) As for the lack of tools for game/graphics programming... well, what did you expect? These things are not and should not be part of the language. As others said, you'll need 3rd party libraries/frameworks. But you'll probably need to know the core language first to use them effectively.
Ha ha ha oh wow.Raghar said:C++ is shitty. When I need to make a program in C++ I make it in Java, test it, and then port it into C++ (and try to preserve design).
Right.In fact a modern ASM can be even more simple and straightforward than C++.
Awor Szurkrarz said:Is taking informatics studies a good way to be get programming skills good enough to be able to start thinking about making a game without getting completely overwhelmed by the complexity of the task?
Naked Ninja said:Get a 3rd party tool. Unity free edition or Torque 2D. Learn the tool, use it, it'll get you to the fun bit (creating your game) and save you a ton of work by doing all the grunt work you don't realize right now that you will need to do. And your programming knowledge will slowly expand as you tackle more and more complex scripting tasks.
Not sure what you meant with "except middleware makers use it", but lots of people use middleware, unless they have some pressing reason to write something from the ground up or for whatever financial reasons. Just look at all the small logos when you fire up any semi-recent commercial game for example.desocupado said:If using middleware is the best option, why doesn't everybody, except middleware makers use it?
I'm not being sarcastic or anything, that's a genuine question.
I have been learning python, but out of curiosity I'm downloading Unity trial edition, to take a look.
Davaris said:Naked Ninja said:Get a 3rd party tool. Unity free edition or Torque 2D. Learn the tool, use it, it'll get you to the fun bit (creating your game) and save you a ton of work by doing all the grunt work you don't realize right now that you will need to do. And your programming knowledge will slowly expand as you tackle more and more complex scripting tasks.
Good advice.
I've seen people talk about Unity3D and Torque a lot here, but there is a gem called the C4 Engine, that is worth considering. It has tools, very clean C++ source and for scripting it has this:
http://www.terathon.com/wiki/index.php/ ... g_Language
See the comparison with Kismet.
The big advantage Unity3D has right now is ease of assets import, but the downside is it is $1500 per seat and you don't get the source code. As for C4, I don't see why someone couldn't write a batch importer for it. They already have a batch importer for the textures and someone is working on an XML one for their material files, so rapid import isn't far off.
Antihero said:Not sure what you meant with "except middleware makers use it", but lots of people use middleware, unless they have some pressing reason to write something from the ground up or for whatever financial reasons. Just look at all the small logos when you fire up any semi-recent commercial game for example.desocupado said:If using middleware is the best option, why doesn't everybody, except middleware makers use it?
I'm not being sarcastic or anything, that's a genuine question.
I have been learning python, but out of curiosity I'm downloading Unity trial edition, to take a look.
If using middleware is the best option, why doesn't everybody, except middleware makers use it?
soggie said:Seconded. Checked out C4 long ago, and would have gotten a lifetime license if not for the author's inability to keep to release deadlines. After waiting 2 months for their supposed "overhaul" on the physics engine, I gave up and went Ogre instead.
desocupado said:I installed Unity, run it, and I was... overwhelmed. Of course I did not expect to be able to do anything with the program, but I expected to recognize something. A concept, a tool, whatever. It looks like it's written in greek, I can't even guess what most menus and options do.
But then again, I shouldn't be surprised. Reminded me of when I had one or two Solid Edge (engineering program) lessons.
You shouldn't read books called for dummies. For some reason, these books would teach you in hard to understand style far less than a properly written book, or a web page.desocupado said:2 - It was not in the book that I saw that, I searched the net. The book I was reading was C++ for Dummies
Not.Awor Szurkrarz said:Is taking informatics studies a good way to be get programming skills