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Member Since 24 Oct 2010
Offline Last Active Aug 27 2016 09:53 PM

#5269995 (yet another) best language to code a game?

Posted by on 08 January 2016 - 12:04 AM


C++ is another one I'd consider but as a first time game project, maybe avoiding C++ would be better?

Why? Isn’t, “Doing a motivating new project in a new language,” the best way to learn a language?
Sure you have to spend 5 minutes making a Hello World first. And then off to games.

C++ is the industry standard. Take that for what you will based on what you plan to do industry-wise.

L. Spiro


Lol are you serious?

#5263982 Online multiplayer,c++ in unreal engine,math required

Posted by on 28 November 2015 - 12:29 PM

Most of the complex math is done for you when you use a game engine. Just know what the math function calls do and you should be set for the most part. If you come across something you don't know yet, just focus on learning that and solve that problem. Then keep moving forward.


Also there are plenty of books on game focused math. These aren't really the type of book you read cover to cover though. They make a great reference when you get stuck or need to look up how to do a specific thing.

#5258689 Newbie looking for a high level explination of the systems that make up a mod...

Posted by on 23 October 2015 - 09:27 AM

This book is awesome.



#5257750 xml file reading trouble

Posted by on 17 October 2015 - 10:26 PM

try make_unique<pugi::xml_document>() for instantiation and replace .push_back with emplace_back.

#5254859 How can I make a text parser?

Posted by on 30 September 2015 - 01:14 PM

class MyObj
string myStr;
int myInt;
float myFloat;

void WriteToStream(ofstream & file)
    file << myStr << ' ' << myInt << ' ' << myFloat << std::endl;

void ReadFromStream(ifstream & file)
    file >> myStr >> myInt >> myFloat;

I think the simplest way to do this is as above. The first method uses a stream to output the classes fields in order, with a ' ' delimiter.

The second simply reads the same data back in and the stream will automatically know about the space for the delimiter since that's how streams work.


You can write any number of these to the same file and read them in until eof.


Otherwise if you really need something more complex, then you probably need to be using xml or json.

#5254700 I've always wanted to do game programming - but....

Posted by on 29 September 2015 - 06:21 PM

The asset store is your best friend. Grab some of those free art packs like this one


and make yourself some demos/prototypes to learn and figure out what kinda game you want to make.

Then upgrade yourself to the full pack from the same company or anyone of the full game art kits on the store.



You can find Unity books and tutorials all over the place, lots are free, some are not. I'd start with a good book that was released in the last few months that mentions Unity 5 and get cracking with your new found art pack. Good luck, also unity3d.com/learn has a ridiculous amount of content.

#5254006 Should I learn c++ for game dev?

Posted by on 25 September 2015 - 10:00 AM

In today's world deciding which language to use soley on language comparison is like trying to buy a painting when you're blind.


What you really need to do is find a tool set that allows you to make what you want to make. Here's why, say you pick c++, well great but what api are you going to use to draw? How will you even design your scenes without an editor? What about asset management and loading? ECT...


The reality is you need a tool set, not just a language.


That said there are a few good tool sets out there right now.


if you really want to stick with c++ then look into Unreal Engine. However I think your best bet as a beginner game developer and Java programmer is Unity with C#. Java and c# are similar in a lot of ways including GCing.

#5252036 So I want to make a game from scratch in C++

Posted by on 13 September 2015 - 08:43 AM



Watch those videos.


Then you should either decide to use an existing engine or pick up a few libraries in you chosen language as your tool set. Then start playing around and try to make some very basic stuff like pong, breakout, ect... Good luck and don't forget that you will probably end up reading a ton of books/tutorials!


Above all else make sure the projects you pick to learn from are fun and interesting to you.

#5251611 Alternative to Unity (for learning purposes)

Posted by on 10 September 2015 - 03:34 PM

Unreal Engine is the next best thing to unity. It uses c++ for scripting. Also it's free like unity, with royalties though after a certain amount of income.


That said, I sometimes I find fun in just picking a few libraries and making my own engine.


Something like SFML, box2d, and Tiled would make for a decent 2d tool set.

#5251610 Hello! Where To Start C++

Posted by on 10 September 2015 - 03:29 PM


You should stick with C# and use it to actually make games. Making games is more important.


Learning C++ is not just about learning the new syntax; it helps that you know a programming language to some extent already, but C++ involves a very different collection of concepts and practices than C# does. It would be useful for you to know C++ eventually if you want to work in the games industry at a studio that uses primarily C++, but it's far more important for your ability growth to be able to make actual completed games and practice with those processes and paradigms.

so i need to learn games logic ok.where should i begin on c#,do i need to learn something before graphic libraries ? which library do you prefer 


Again I suggest learning an engine. This is because without an engine, you will have to develop tools for yourself. Such as level editors/loaders, resource managers ect..., it's almost always useful to "USE" an engine first, because then you see how these things are designed in good systems. Later if you wish to continue learn you can try developing your own systems and the knowledge you picked up from "using" engines will carry over nicely.


Unity is fully scriptable in C# along with the mono/.net libaries are available, which means you can use and learn .net in the process.


One last reason is the cross platform build tools, with unity you can deploy to nearly any platform with just a few clicks.

#5251544 Hello! Where To Start C++

Posted by on 10 September 2015 - 09:12 AM

SFML.Net is very good stuff, the c++ version is good too but it would be unnecessary to learn a whole new language. Stick with C#. You can use SFML to make a game, however you'd then not have the level design tools that you will probably need. Therefore I suggest using Unity. You can script unity in c# and of course use the editor for making your game levels. Also Unity has a nice OOP component based design that will probably teach you good programming habits.


There are lots of learning resources for unity including the learn page on there site, and hundreds of books.

#5251422 Convincing AntiVirsus, im not a virus

Posted by on 09 September 2015 - 03:44 PM

Try outputting to




#5239566 Why Do People Use DirectX?

Posted by on 10 July 2015 - 12:43 PM

Another bonus is that openAL has a very similar api to openGL. If you understand the openGL api, openAL is a breeze.


That said, there are plenty of reasons to use directx. Most of them are in regards to platform specific choices and support levels. Sure the idea of a completely cross platform api is grand, but in reality it falls quite short due to vendor support.

#5239539 Can you please recommend some good books for learning Unity, Blender, Audacit...

Posted by on 10 July 2015 - 11:16 AM

There are a lot of good books, if you search amazon there tons.


Heres a couple for you. I'd stick to just trying to master either scripting or 3d modeling and art. They both take a lot of effort, so beginning both at the same time could distract you from doing your best. After you got one under your belt then consider branching out into other fields.


Learning C# programming with unity 3d



Practical game development with unity and blender


#5239296 [C#] Is MonoGame good for Windows 8?

Posted by on 09 July 2015 - 12:44 PM

The main issue is going to be time. Even if you had it in you to make an engine ( which is an extraordinary feat ), do you really have the time? Writing an engine would very likely take years, and that's just to make the engine, not including the time to make the game too. The second biggest problem you'd have is education. It takes a hell of a lot of complex knowledge to make a game engine. Most people who make engines at studios are only experts in 1 field of game engines. I've read it's not normal to have a single person at a large game studio who knows how the entire engine works from the ground up.


All that said, you could just start your journey below and know that it really is your best shot at learning game design and being successfull.


Watch these to really understand what you are getting into http://unity3d.com/learn/tutorials/modules/beginner/your-first-game


You can learn c# from here, or pick up a nice intro book on c# from a retailer http://unity3d.com/learn/tutorials/modules/beginner/scripting