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Willy The Vinyl Frog

Member Since 11 May 2012
Offline Last Active Oct 30 2012 11:12 AM

#4939957 What level of C++ needed for game development?

Posted by on 13 May 2012 - 09:51 PM

You need to learn many things before making a game.

Even an apparently simple 'Mario' game, takes a lot of work to be made.

Yes, but no one in their right mind begins software development and jumps in to a major task(which not really major to a professional at all, but major to a beginner)you have to question their reasoning.

No one starts off with a Mario game. In fact most people start off with a picture on the screen and slide it around.

After that you can add two pictures to the screen and slide them around ... then three!

Then you can add event handlers for input, add sophisticated functions that work together and handle operations efficiently, add garbage collectors, add drawing/animation functionality, and then finally implement some artificial intelligence.

That, to me at least, is how absolute beginners should start out. There would be no discouragement if you start small and work bigger over time.

I'm currently working on a game with a square block that moves through walls to reach a checkpoint, and learning slowly how to implement collision on a 2-D basis.

It may sound dumb to some, but this is progress for me, and you don't need to have years of experience to code games like this, and even more complicated ones as well.

Lastly, even the simplest things in game programming and graphics is things like sliding images being handled by functions, etc.

I realized that these are the building blocks for everything, yet people think it's dumb and/or nothing of a success to do simple things(people have told me it's no big deal to blit images, use Windows API without documentation, etc.).

Many people discourage you by overthrowing a massive set of code, libraries, utilities, functions, data types, syntax, etc.

I recommend anyone with some decent C++ skill(possibly the OP)to try: http://www.lazyfoo.net

It's helped me get back up strong so far in programming since my last downfall from discouragement.

#4939237 Is getting an image to the screen in SDL an accomplishment?

Posted by on 11 May 2012 - 02:49 AM

I mean it wholeheartedly ... is getting an image blitted, capable of taking input, understanding the very most basic concepts of SDL, along with some C++, an achievement?

Does it mean that there's hope for me to succeed?

Because lately I've been VERY discouraged with coding due to the horror involved with pong pong game development ... perhaps I should practice more with SDL and C++ before diving in to a ping pong game?

Any help would certainly give me a new direction.


PS: To add, I managed to strictly write all the code from scratch with no references at all. Is that a bonus?

By "no references" I mean that I started from
all the way to the very last

And I looked up nothing about SDL or C++ to my aid. However, pursuing a game like ping pong put me off VERY easily.

The mechanics, implementation of the code, how it works, the pointer use, functions, memory passing, collision detection entities from enums with pointers(that also confused me), text implementation from SDL_ttf, classes, data altogether, etc., etc., etc.

It was very difficult to break down because I'm not too novice with C++ beyond the basics to work with APIs alone.

And the specific implementation to apply certain aspects and parts of the game's functionality to proper use with endless possible ways to tackle problems also confused me - I just thought, "How the hell should I implement something when I'm not sure how to implement and implementation of something through many other things?".

I tried learning all that stuff, but it just pushed me in other directions further and further away from the goal - I eventually gave up is what I'm saying because it got too absolutely incomprehensible to completely understand and write with no assisted help , copy/pasting, etc.

Any ideas on how you managed to just "get it" all as well, and be able to independently structure a game without reference to some key aspects, self-implementation techniques you learned, maybe something else?

It would be nice to share.

Thanks twice.