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Member Since 19 Dec 2012
Offline Last Active Oct 09 2014 12:20 AM

#5175940 Game development - where on Earth to start?

Posted by 0r0d on 25 August 2014 - 01:22 AM


So can you suggest a starting point in game programming for me? According to my research, C++ seems like a good language for game programming (correct me if I'm wrong). Should I begin learning C++? If yes, can you recommend a book for it? And if no, what do I program in?



You certainly cant go wrong learning C++, which is the standard programming language in the games industry.  It will also introduce you to low-level concepts that you probably havent been exposed to in your previous development experience.

#5072674 Confused and lost

Posted by 0r0d on 25 June 2013 - 01:47 AM

If you want to program a game you might want to concentrate on learning how to program first.  Knowing "a bit of java and python and C++" wont do.  Programming an entire game (even a simple 2D scroller) is very complex and requires a lot of knowledge of programming, math, graphics, not to mention all those little things like UIs, scripting, AI, managing assets, debugging, optimizing, etc, etc.  Using an engine like Unity will help and reduces the entry requirements, but you still need to have a solid knowledge of programming.

#5072619 Help with a 2D Space Shooter!

Posted by 0r0d on 24 June 2013 - 07:21 PM

I'm wanting to start a little project (I'm a beginner), about a Space Shooter, but, I need help with a few things... 


The first thing is implementing the shooting, I mean, the bullets will go at the mouse direction, how can I implement the angles of shooting?

The second is, how to implement a simply mini-map? Just showing where my ship is, some bases, etc...


Lol, I wish I could explain a lot better but, English isn't my first language sad.png, anyway, any help, link, tutorial, will be appreciated!

You need to have specific questions about specific problems, or otherwise the answers you're going to get will be very general and will not help you achieve what you want to achieve.


Step 1: Define your goal

Step 2: Break down goal into smaller steps, and repeat until the steps are small enough to be manageable.

Step 3: Complete each step.  If you have a problem with one, ask for help.

Step 4: Done!


Right now it seems like you're somewhere between steps 1 and 2.

#5072418 Too many draw calls

Posted by 0r0d on 24 June 2013 - 01:18 AM

Why redraw every frame when you only need to redraw if a cube is removed or placed? Doesn't make sense.

It says there's a camera.  Can the player move the camera around?

#5071550 Bouncing ball trajectory as function of time

Posted by 0r0d on 20 June 2013 - 01:12 PM

Hello. Sorry, google didn't give me an answer. Is it possible at all - just supply time to function and get ball position at that time?

Just use the equation of motion under constant acceleration, then add things like air resistance as needed.  When the ball hits the ground just reflect the velocity about the plane of the ground and subtract some velocity to account for the inelasticity of the collision.


Given initial values for things like mass, position, velocity, drag coefficient, you should get an equation for the motion that only needs the time variable.  You only need to have special code to do something when the ball touches the ground.

#5069082 How to interct with the five million dots

Posted by 0r0d on 12 June 2013 - 03:52 AM

A quadtree might be what you want.



#5068983 Transforming the Young Blank Dull Slate into a sharp Genius In Math.

Posted by 0r0d on 11 June 2013 - 04:35 PM

ill tell you one thing the kid love's 3d modeling hes a blender addict and does some pretty good stuff as he's more visual but the logic just isn't coming in , and please don't say that lmao were trying to find way's to help him mainly in the math area.

Then maybe going into art/modelling would be the best option.  He really wont need to know programming or math for that.


People need to motivate themselves.  If he's not into math, then I doubt you can make him like it.  And, while using an off-the-shelf engine to make a game doesnt require much math for simple games, eventually he will need it.  Programming and game development is in big part about math.  It's also in big part about being self-motivated.

#5068971 Transforming the Young Blank Dull Slate into a sharp Genius In Math.

Posted by 0r0d on 11 June 2013 - 03:56 PM

Maybe game development is just not the thing for him.

#5068562 animate sprite in dx11

Posted by 0r0d on 09 June 2013 - 11:03 PM

So i tried to implement sprite class but i've stuck with the animation. I just can't understand how should i create new texture which's part of source texture. And then how should i set that texture in shader? I was told that sprite code sample included in dx sdk but i can't find it...

You can either create a separate texture for each animation frame, or create a single texture with all the frames in it and then render a quad with the UVs set to the right place in the texture for the frame you want.

#5068392 Why does a gameplay programmer need to know C++?

Posted by 0r0d on 09 June 2013 - 05:09 AM

For the past year I've been working at a start-up using Unity 3D and C#. I'd like to move to a larger studio and have been looking to apply as a gameplay programmer at a few different companies. However, all the positions I've found require "strong knowledge of C++."


Simply, as you're finding out, most game companies use C/C++ for the engine, usually for all, most, or some of the gameplay code, and usually also for their tools.  If you're applying for a position that only requires C#, LUA, JavaScript, or whatever, then it's probably just a "scripting" position.  This might mean scripting UI, or AI behavior, or some gameplay... but they will still need others who can do C++ gameplay programming.


Even if the gameplay is mostly or all in script, many times hooks need to be written in the engine, or script converted to C++, or gameplay programmers need to be moved to do engine work, or tools work.  Also, many times there's not a clear separation between gameplay and engine... they can be very closely tied together if the "gameplay" code also requires you to interact with the rendering or physics systems, or something like that.



Also, as an aside, if anyone has any advice for transitioning from an indie start-up to a large studio, especially when my only game development experience is with Unity, it would be greatly appreciated!


1. Learn C++

2. Get good at C++

3. Learn how the hardware works (cpu, gpu, memory, etc)

4. 3D math... not necessary for all programming positions, but it's a huge boost to you if you're good at it

5. Pick a specialty and start learning... graphics, physics, UI, tools, AI, ...

#5068329 Very simple calculator

Posted by 0r0d on 08 June 2013 - 05:26 PM

Thank you 0r0d.  I think understanding how to debug your own code is one of the most important parts of programming, and I'd definitely like to understand how the computer see's these errors.

Yes, knowing what the compiler is doing will be absolutely a big help, not just in debugging, but in writing good code in the first place.  My recommendations:


1. Become as familiar as you can with the language, including down to low-level things like the floating-point format, how virtual functions are implemented, etc.

2. Know what the pre-processor, compiler, and linker do and what the warnings and errors mean.

3. Fix all warnings.  

4. Pay attention to what the error message tells you when debugging.  Just look at the first one, since it can cause a cascade of errors that are all related to that one.

5. And just generally keep learning as much as you can.  Whenever you see something you dont understand, write it down to look up later, or look it up on the spot.


Good luck!

#5068323 Very simple calculator

Posted by 0r0d on 08 June 2013 - 05:04 PM



Did you noticed that right away Paradigm, or did the error give you an idea as to what to look for?  Because whenever I look at the compiler error, all I ever manage to understand in it is "error: this crap is broke!"

These "error: expected ';' before..." messages can be pretty cryptic, but in this case it's actually fairly helpful.  Basically it just means that the parser got confused somewhere in that line, in this case right before the 'a'.  So look at the line and find the first 'a', and if there's nothing wrong right before it keep looking for another 'a'.  In this case where that second 'a' is should be either a ';' or another '<<' or whatever else that makes sense.


But generally this error just means look at that line until you find what's wrong, and sometimes that means the error is actually in the previous line.

#5068320 Very simple calculator

Posted by 0r0d on 08 June 2013 - 04:52 PM

Okay, so, I got rid of trying to define and implemented a 4 part else if statement (I haven't learned about switch yet), and now I'm getting one last error:


cout << a << " / " << b << " = " a / b << endl; // error: expected ';' before 'a'

Because the << operator allows you to output one value, and you're trying to output a string followed by a number.  What you want is:

cout << a << " / " << b << " = " << a / b << endl;


#5068097 Difference between software engineer and programmer

Posted by 0r0d on 07 June 2013 - 04:02 PM

In every game studio that I've worked the terms are used interchangeably.  All coders were either called programmers or software engineers, regardless of whether they were junior, senior, or lead.  The only real difference seemed to be in the separating line between programmers/engineers and scripters.

#5068093 Memory Management

Posted by 0r0d on 07 June 2013 - 03:44 PM

Could you explain why you are not following my recommendation to make ObjectList be a container of objects instead of a container of pointers?


In my program, a single object sometimes needs to have its address in two different lists at the same.

In other words, you have to deal with ownership.  I suggest you look into smart pointers, shared_ptr and weak_ptr.