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Member Since 18 Aug 2012
Offline Last Active Mar 28 2013 05:07 PM

#5039576 How to write console and pc games ?

Posted by on 05 March 2013 - 10:59 AM

Because you do it like this...


HashMap<int, List<string> > 


Note the space after list, least I think that's right, I remember hitting something similar like this before.


On topic however, its not as well simple as how do you build console games and PC with the same code. IF you can even get the development environment for those consoles for a start, you'd likely have to create a layer of abstraction over the common functionality needed to create the systems you need on those specific environments. Not a one man job, alas. Not unless you got a lot of time on your hands.

#4978621 Code & Engine Structure Review?

Posted by on 10 September 2012 - 10:33 AM

Most development studios i've come into contact with in my local area don't build engines. In fact i'm with that regime, dont build an engine, build the game! The issue is, games are so diverse and your engine won't fit all problems. A better idea, as you've clearly pointed at is to take the reusable components of your game, and reuse them in other projects, eventually, you'll have compiled a lib of all your reusable systems. Personally I try to keep reusable components as independent as possible, but sometimes you just have to link them, but do that while building the game.

For example, any scene nodes may need to know about the rendering system, etc etc.

If you try to build an engine, (not saying you can't, but its a hell of a job) and you haven't built a whole lot of games, then how do you know for sure what you need ? Sure the book will take you along the path, but its generalised concept, you'll find that sometimes an engine is too much work for little gain.There fancy and nice, but in my personal opinion not very productive for a wide range of concepts.

So take what you can reuse, and pick and mix your components for any future games you may make, it creates a more flexible way of development in my opinion.

#4978123 Starting From The Very Beginning

Posted by on 08 September 2012 - 05:13 PM

Well all depends as stated on what you want to achieve, Python I hear is pretty popular with beginniners with pygame.

No idea on the concept you plan, but it could be a good start.

There is also Java, if you feel a little bit more brave at tackling programming. Using the LWJGL framework you can create games with it.


and XNA and C# as stated above.

Honestly this question, and I've only been here if what a couple of weeks and i've seen this question asked all the time. There is no real right answer to this. So the best we can do is shoot links, end of the day is down to preference. I'm partial to C++ because I enjoy making my life harder than it needs to be, but thats my preference. Find a language, stick to it, and good things can come.

#4976627 New career path

Posted by on 04 September 2012 - 06:30 PM

Hey there, hows it going ? So, let me establish some grounds first, you say you have some experience with programming, did you enjoy it ? Did you find it a pain in the ass or a thrill to work with ? Thing is, if you didn't enjoy the experience of programming, it's likely you won't make much of a career out of it, however, if the case is the opposite, then welcome. I can point you in a few directions, yes. Now these arn't exclusive, so feel free to follow any path you desire. I reccomend reading the following materials maybe..

I'll give you the programming talk, since it's my area, I never could design all that well.. well once I designed a happy face on a pizza.. but I hate pizza so that was a waste of my time..

I found this book to be extremely useful to me, and really helps get the foundation of it.

This is gold on it's own! (they may be updated version)

This is useful to reference and can help with good design decisions.

Some good pointers here in this book, and a nice read.

IF money is an issue and books are impractical to purchase (because they are expensive and one has to eat... sometimes) then a few sites that may help.

http://www.swiftless.com - Teaches OpenGL/GLSL for game programmimg.
http://nehe.gamedev.net/ - I little outdated and windows bias, but still very useful.
http://www.cprogramming.com/ - What I wouldn't do without it.
http://en.cppreference.com/w/ - Everyone needs a little aid from time to time ;)

Of course, i've referenced a few OpenGL sites there, but it all depends (You might prefer DirectX, in which the DirectX Documentation is all i've ever needed, and also, DirectX9 a shader approach by Frank P Luna, may be worth a read). So far i've been rather C++ bias, for which I apologise, C++ is my language of choice, so to give you a fair idea, i'll point you at some other sources.

XNA is a C# game framework built atop DirectX 9 (or 10?) and is a pretty solid start to get your head around.

(You may want to download the Visual C# Express Edition IDE, its free)

I hear good things about Python and PyGame. But i've never touched Python so i'll just link you the resource.

And there is also Java. I find that the LWJGL library works well for it, and is a wrapper around OpenGL (and Minecraft used it)

There is probably hundreds more resources out there, i'm just shooting the ones I can get off the top of my head. You could invest in two books that are a compilation of what is written here on game dev, these could give you a good idea on what to look at, where to start and even get your head in the programming mindset. I know they helped me.


And of course, don't forget to brush up on your mathematics.

- Linear Algebra
- Discrete Mathematics
- Some Foundation Maths doesn't go amiss.

Hope this sources help, and good luck.

#4975846 What methods should my destructor contain?

Posted by on 02 September 2012 - 04:02 PM

What you did wasn't incorrect, its just bad practice effectively. As its already been pointed out, if I was to use your class, I would not expect when it went out of scope/or I deleted it, that it would save a game file. My port of call is to create classes as if they are intended to be used by someone else, unless of course, those classes will never be used by someone else. If that makes any lick of sense .... hmm.

#4975764 OpenGL book for beginner

Posted by on 02 September 2012 - 10:30 AM

Use whatever you feel comfortable with, once you can add meshes and compile shaders in your game, its a not a problem just running it with various shaders. Render Monkey isn't even being update anymore I think, someone could clarify, and I dont know much about Nvidia, but you can write shaders in anything, even in notepad, the beauty of those two, is you can generally see the results without having to load meshses/shaders into your game.

#4971193 Help! I'm trying to make a game.

Posted by on 19 August 2012 - 01:53 PM

One thing you will learn is that when people are giving you advice, you may not like it, but you don't just go call them a dick

Good point, I don't pretend i'm an expert.. if I was, i'd be too arrogant to come here for help. You see, his point is, your young, and your aspirations will change. I can admire that you have a little fight in you for wanting to develop games, but it takes a lot of work (That isn't saying you arn't ever or ever gonna be good enough to make games, its just the fact of life. Even experienced developers find making games tough). This is going a little off topic from what you asked, so i'll keep it brief. Take advice, good or bad, you may not like the forthright ones, but I find sometimes they can be the ones to give you that advice that sets you off.

Good luck.

#4971187 Good directx tutorials?

Posted by on 19 August 2012 - 01:39 PM

There are plenty, YouTube has a fair few videos on the topic, Toy Maker is a good start yes, also take a look at Riemers (I think he works in C#, but they may be some C++ DirectX tutorials about). Also, read some books. An introduction to directx9 a shader approach my Frank P Luna is a great book to get started with, and of course, read the documentation that comes with DirectXSDK and take a look at the samples, I found that for me, to be the most useful.

Good Luck.

#4971118 Help! I'm trying to make a game.

Posted by on 19 August 2012 - 09:18 AM

You probably won't understand most, if not all, of the things you need to know to program a computer game. I would say you need to wait at least a couple of years, as you definitely NEED Algebra I and II and Linear, but Calculus does come in handy (not COMPLETELY necessary, but almost). And that is only for the graphics part (which is surprisingly only a small part of programming a game, about 10%). You definitely aren't the first kid out of your age group running over here for advice to implement their "great new idea."

And won't be the last ;)

#4971062 Help! I'm trying to make a game.

Posted by on 19 August 2012 - 04:23 AM

Okay i'll take a shot in the dark then, I can't tell you which one to go with, because that depends on your dedication and project aim, but I definitely lay the cards on the table.

Do you want full control of your game? Do you need to manage memory yourself, rather than letting the system manage it? Do you want it to run on multi-platforms? Then I'd choose C++, if we compare it to C#, C++ is a lot steeper learning curve, however, if you use the right libraries your application can be cross-platform, run faster (in saying that though, the speed difference probably isn't that noticable, it'll probably be more noticeable the larger the application is), industry standard for the most part, so learning C++ you can be safe in knowing its used throughout the industry.

C# is a Microsoft product, and while the language is very nice, it holds similar routes to Java, so if you hate Java, its likely you'll hate C#. However, its faster to get games out on the table, since you dont need to worry about memory management, and if you use XNA, boilerplate Windows and DirectX code (Also allows you to release for the Xbox). So there is always that route. As far as I know, so don't quote me on this, C# will only run on Windows, due to the CLR, so cross-platformability is dead in the water if you want to release for other platforms.

But, there just the cards, I can't tell you what to do, because thats your choice, and I don't understand your goals/aims/dedication enough to reccomend one over the other, and if I did, it would't always be clear cut, go with what you decide is best.

"The problem with the answer you are looking for is that all languages are good in their own way, even for making games. Sometimes people totally miss that the concepts of programming are more important than the language choice for learning."

This is a good reply, because its true. Dont look at the language features, but instead, look at what you can do with it. And good luck.

"The other thing is about your age, you are quite young, so the industry standard might change by the time you are 20 or something, that's knowing the principles of programming is better than focusing on a language, it means you can pick up any language that happens to come along."

And another, C++ is industry standard now, but whose to say this wont change. Learn one language, it becomes easier to traverse that skill and knowledge to be easier, I learnt PHP and then moved to C++ with relative ease having learnt PHP and its object orientated route. So it really doesn't matter that much.

#4970976 C++ graphics newbie help.

Posted by on 18 August 2012 - 07:23 PM

Here is some information I managed to find searching through google:


I can't see a problem with going in and learning DirectX. If you find it hard to work with though, there are plenty of alternatives. Try SDL, or I believe some people on here refer to SFML. And to make a map, well that depends, are you referring to a 2D map?

If 2D, then i'd use a tilebased system, using multidimensional array to hold the tile, and looping through and rendering. You could also go down the Isometric route, if you wanted to do something more like Diablo. GameDev.net actually have a book, Beginning Game Programming (Chapter 6 and 7) which explains this quite well. In practice though, you could define the level information in an external file, and use C++ to load that data from the file, that way to create/update a new map, you wouldn't need to recompile your code.

Good Luck.

#4970973 Realistic Encouragement vs Trolling Tear-down

Posted by on 18 August 2012 - 07:15 PM

A great message lance, thanks.