#1 Members - Reputation: 156
Posted 15 July 2012 - 12:48 PM
Thanks, D4RknEZz
#2 Marketplace Seller - Reputation: 8962
Posted 15 July 2012 - 02:22 PM
I think the 'big picture' architectural design of programs is actually the hardest part, which I'm guessing is why there is such a huge lack of information on the subject. It's something I've been struggling to learn myself, because I basically have to trial-and-error rediscover it on my own from a lack of good guides.
The only advice I can give, unless someone can point out a real book that actually teaches software engineering architecture, I can only suggest that you learn from actual practice by doing, and re-doing.
If someone can recommend a real book that actually teaches software engineering architecture, that would be grand. I don't mean, "Here's how you build this piece, and here's this piece", but "Here's how you can fit any piece together in a clean and organized way" - Again, many books claim to teach the latter, but actually teach the former, so be on your guard.
If all you are wanting is the "Here's how you do this, and here's how you do that" without the big picture, there are plenty of resources online. For OpenGL, try here. For anything else logic-related, basically just google it, as the information is scattered all over the net. (Things like "C++ physics", and "OpenGL fire", etc...)
Edited by Servant of the Lord, 15 July 2012 - 02:29 PM.
All glory be to the Man at the right hand... On David's throne the King will reign, and the Government will rest upon His shoulders. All the earth will see the salvation of God.
Of Stranger Flames - [indie turn-based rpg set in a para-historical French colony] | Indie RPG development journal
#4 Members - Reputation: 175
Posted 16 July 2012 - 10:29 AM
I mean Unity3D or XNA.
There is a lot of XNA and unity literature, but I suggest to start here: http://www.google.com
#5 Marketplace Seller - Reputation: 8962
Posted 16 July 2012 - 11:04 AM
I'm suggesting you work on games and gain new practical knowledge through experience. When you have a question about something specific (such as water reflections), you don't need to go buy a book on the item but can just use tutorials or articles. If you are looking into a whole topic (such as "OpenGL as a whole") then you can mix a book or two with plenty of online tutorials and articles as well.So you're suggesting that I should look much tutorials and combine all my knowledge?
And I'm suggesting you put what knowledge you've already learned into practice by getting your hands dirty. Knowledge with practice and real-world experience is much better than just knowledge on its own.
Plan out the basic flow of your game, and just start getting your hands dirty with it. You'll inevitably make some poor architecture decisions, but on a small project that's alright, and you'll learn from it for the projects that follow.
All glory be to the Man at the right hand... On David's throne the King will reign, and the Government will rest upon His shoulders. All the earth will see the salvation of God.
Of Stranger Flames - [indie turn-based rpg set in a para-historical French colony] | Indie RPG development journal
#6 Members - Reputation: 156
Posted 16 July 2012 - 11:59 AM
Start with sth. simple.
I mean Unity3D or XNA.
There is a lot of XNA and unity literature, but I suggest to start here: http://www.google.com
I've already started with something simple - Game Maker. But I want to learn something better. That's why I picked C++.
Well, he's already started on C++ and OpenGL, he says he already knows the basics. Having him switch languages instead of going deep on the language he already knows plants a bad seed of 'language hopping' instead of actual development of games.
I'm suggesting you work on games and gain new practical knowledge through experience. When you have a question about something specific (such as water reflections), you don't need to go buy a book on the item but can just use tutorials or articles. If you are looking into a whole topic (such as "OpenGL as a whole") then you can mix a book or two with plenty of online tutorials and articles as well.
So you're suggesting that I should look much tutorials and combine all my knowledge?
And I'm suggesting you put what knowledge you've already learned into practice by getting your hands dirty. Knowledge with practice and real-world experience is much better than just knowledge on its own.
Plan out the basic flow of your game, and just start getting your hands dirty with it. You'll inevitably make some poor architecture decisions, but on a small project that's alright, and you'll learn from it for the projects that follow.
OK, I will. Thanks for your suggestions!
#7 Members - Reputation: 210
Posted 16 July 2012 - 06:03 PM
or stuff like that. Even the OOP tutorials that teach composition with abstract examples like a car that has an engine and doors made more sense in retrospect although initially I found them lame because I couldn't see any link between a car door and software programs. The concept of finite state-machines is very insightful too.






