Crossbones+ - Reputation: 810
Posted 07 October 2012 - 07:02 AM
C dominates the world of linear procedural computing, which won't advance. The future lies in MASSIVE parallelism.
Crossbones+ - Reputation: 8145
Posted 07 October 2012 - 07:31 AM
Professional Free Software Developer
Crossbones+ - Reputation: 1263
Posted 07 October 2012 - 08:20 AM
Once you've seen your project through you can reflect on what you did right and wrong and what areas to research and design decisions you'll make for the next project. Follow some pong making tutorials, game from scratch tutorials, follow some GL tutorials to make some tech demos and so on. Keep incrementing the challenge of your projects to keep you out of your ccomfort zone whilst keeping things realistic and attainable. Rome wasn't built in a day, as they say
Crossbones+ - Reputation: 24764
Posted 07 October 2012 - 09:15 AM
If you are not sure what to program, think about it and then program. Either way, just program.
My Art: http://l-spiro.deviantart.com/gallery/4844241/Realism My Music: https://soundcloud.com/l-spiro
L. Spiro Engine: http://lspiroengine.com
L. Spiro Engine Forums: http://lspiroengine.com/forums
Crossbones+ - Reputation: 3822
Posted 07 October 2012 - 10:39 AM
You have a head start with C, so get a general direction and get to work on simple game programming now. Game design is an important part which will evolve in your mind as you progress later.
Both GeneralQuery, Spiro, and me are encouraging you to use your strength which is programming and not get overwhelmed with the art aspects in early stages of growth. When and where the time comes to design, you will know it based on need and naturally fill that need. Much can be done in programming until design is needed. Get an understanding of how games are fundamentally structured, then you will be ready for the design aspects.
Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.
by Clinton, 3Ddreamer
Members - Reputation: 1561
Posted 07 October 2012 - 01:46 PM
My GameDev Journal http://www.gamedev.net/blog/1480-lotuz-life-with-indie-games/ |
Prime Members - Reputation: 1655
Posted 07 October 2012 - 03:23 PM
My early days consisted of simply producing something interesting, regardless of code quality. Just get it to work! After that you'll see how and why you made certain decisions, which reveals what you can do differently in terms of streamlining your development process and technique and improve the overall quality of future projects and their performance.
I start with my project's main function, and the core initialize/loop stuff, then slowly bleed into platform-specific stuff (whether its native win32 or utilizing a platform abstraction library like SDL/SFML) and user-input.. venturing into rendering and entity systems, then networking.. That's a very rough sketch of how I used to do things. Once you're there, it's the same as when you start, you'll always be seeing what you can do different/better. Each project I create is essentially a refactored version of a previous project, refining my overall scheme with each iteration.
Tutorials are all very good starting places, just do your best to put together gained knowledge into something concise, and focus on more advanced program design as you become more aware. I've been doing this as a hobby for 15 years and still don't know *everything*, if there is such a thing.
Members - Reputation: 916
Posted 09 October 2012 - 06:42 AM
when you don't know how to start, start where it starts
then the menu becomes a bother because it takes you click/enter steps to go to where you want to test, so you can put a command line switch to disable it.
Crossbones+ - Reputation: 6641
Posted 09 October 2012 - 08:48 AM
I am a big advocate of design, a proper design can save thousands of hours of work and be the difference between success and failure.
That said, you need to know what the hell you are doing before you can create a proper design.
Generally when I am approaching a new subject or API, I create a pie in the sky project, where I just start coding and try to figure things out. I generally don't even bother reading the manual/instructions, unless I run into a problem, and I just code. Think of this like an artists rough sketch before beginning their masterpiece. It's through this learning process I learn the ins and outs and various problems that I need a solid design for in the first place.
However, this code is *ALWAYS* throw away. Even if I end up re-using 90% of it, I always start from scratch on an actual process. Sure, I will cut and paste from my "sketch", but that's about it.