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Posted 08 November 2012 - 12:26 PM
Posted 08 November 2012 - 02:11 PM
Edited by papulko, 08 November 2012 - 02:12 PM.
Posted 08 November 2012 - 06:32 PM
Those aren't game-specific topics, but you might try organizing code files in C and C++.
I can't find a place to learn how a game is broken down into several source files, how to organise classes amongst the several source files, the logic of header/source file,
Try deWiTTERS game loop and fix your timestep.
how to implement the game loop
That's a pretty good check-list, but I would recommend starting with Pong rather than Tetris. Both are relatively simple games that feature much of the functionality found in larger, more complex games, but the block logic in Tetris can be a bit complex for a beginner's first game and isn't something that is likely to continue to be useful unless you're making a very similar game.
I read somewhere (can't remember the site) that a good checklist of games to make is [...]
There's also Lazy Foo's SDL Tutorials.
Here's a step by step guide on creating games with SDL
- Jason Astle-Adams.
Posted 08 November 2012 - 07:30 PM
Posted 08 November 2012 - 08:39 PM
Posted 08 November 2012 - 09:25 PM
This is really invaluable advice. Do your best with what you already know, but don't worry too much about applying things you haven't previously used. Whilst there is value in reading about design patterns, code formatting, etc. you won't really understand a lot of these topics properly until you experience them first-hand. Write a game in any way you're able to make it work, and you'll learn a lot of lessons to improve future projects.
As a beginner, I wouldn't suggest trying too much organizing your code. Your lack of experience will probably backfire -- chose the wrong patterns, premature optimizations, and all that. Do it as best as you can, but the most important thing is to actually complete your game
- Jason Astle-Adams.
Posted 09 November 2012 - 12:09 AM
Edited by 3Ddreamer, 09 November 2012 - 12:31 PM.
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
Posted 09 November 2012 - 01:57 AM
Posted 09 November 2012 - 04:08 AM
I haven't reviewed the source code of doom3 myself, but I would guess it's way too complex as a starting point when trying to learn the basics of game development.
If you want to see how particular game is built, check out, for example, Doom3 source code (available for free at web).
Posted 10 November 2012 - 08:43 AM
Posted 11 November 2012 - 01:00 PM
Posted 11 November 2012 - 04:58 PM
Posted 12 November 2012 - 05:17 AM
Posted 12 November 2012 - 09:01 AM
If you decide to go with the previous poster's recommendation and learn the Windows API at an early stage, be prepared to spend considerable time just trying to grasp the concept of it. This particular step is difficult, and may kill your motivation altogether. It may seem like a trivial task, but just initializing a client window literally means hundreds of lines of code in this case. To complicate things further, the windows API uses their own type definitions for variables, instead of "int", you get "DWORD" etc, making the code almost unreadable at first for someone coming from a "pure" c++ environment. The beauty of frameworks like SDL and SFML takes care of all this (among other things) for you.
Don't get me wrong, I would still encourage you to grab the bull by its balls at some time and make use the windows API directly. Just remember it might seem overwhelming at first!
Posted 12 November 2012 - 11:36 AM
Posted 12 November 2012 - 12:14 PM
I agree that the Windows API is a mess and teaches bad practice. My previous post was intended as a warning more than anything, where some of the API issues were highlighted.
However, unfortunately it's not dying. Despite Microsoft's recent efforts on Windows 8, Windows XP/Vista/7 are still by far the most used systems, and they will most probably remain to be over the next couple of years. For example, in September 2012, more than 21% of all desktops out there still ran under Windows XP! (http://en.wikipedia....kimedia-stats-1)