Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 27 Oct 2013
Offline Last Active Feb 02 2016 09:45 PM

Posts I've Made

In Topic: C++

24 January 2016 - 03:24 PM

Also, one more thing...


Here is a list of all books you guys recommended. I try to place them into the right tier (T1, T2 and so on...)


Can you help me with the rest of the books I didn't place yet? Just quote and add a T1, T2 and so on, depending on which book you think should be in whatever tier. Also, if you feel as some books are redundant, please mark! Let's remember, we are talking about game programming.


Thanks a lot.


Bjarne's Programming: Principles

Practice in C++ 2nd ed.

[T1] Jumping into C++" by Alex Allain

Bjarne's The C++ Programming Language 4th ed.

Jossuttis' The C++ Standard Library

Code Complete 2nd Edition

Pragmatic Programmer

The C++ Programming Language reference book

[T2] Lippman's C++ Primer 5th edition

Scott MeyersEffective Modern C++, 2014

[T1] Programming: Principles and Practice Using C++ 2nd Edition 

[T3] The C++ Standard Library: A Tutorial and Reference

[T4] The C++ Programming Language (as a reference)

Scott MeyersEffective C++

Scott MeyersMore Effective C++

Scott MeyersEffective STL

Scott MeyersEffective Modern C++

In Topic: C++

24 January 2016 - 01:54 PM

I wanted to thank you all for your input. I ordered a bunch of books and will try to get to them in the right order, right after I am done with my Python stuff - which as many suggested, was the best bet for me to start before getting into C++.


Thanks a lot guys!

In Topic: Being realistic...

08 January 2016 - 09:14 PM


 As I mentioned above, I am not interested in pursuing a job, just to be in the industry. Maybe if I was 18 years old, it would be an option, but being almost 33 years old and having a good career definitely changes things a bit. 


So, the only way that would make sense to me would be, signing up for Game Development programs at Columbia College here in Chicago. They have a really nice selection.


Also, I could start learning a programming language. 


Bottom line is, I am not willing to drop my current career just to work in a game industry. I can spend the money I make now on learning things which I really need. 

I did a little research and it seems that experienced programmers say to learn Python first, since I have no coding experience.


Then, why do they say Python, if nearly no one even uses it for production games? At what point do I stop with Python and switch over to something more complex (C or C++)?


I guess I am looking for the most efficient way of even having a crack at making it happen. Apparently, without knowing how to code, I can forget about the whole deal. Thing is, what if I spend 2-3 years learning how to program and I still won't be able to make a game (which will most likely be the case). All this money and time, absolutely wasted. Sure, hiring a programmer will not give me the exact results, but neither will my weak programming skills even after spending who knows how many years learning.



You never know when a language can become useful down the road, and as long as you just see it as a stepping stone for greater things (like to learn programming basics preparing you for a smoother transition to C++), learning python first is not the worst idea.



Thanks for such elaborate reply man. 


So, why don'y you finally finish something and release it?! I mean, games like Terraria or damn FTL sell millions of copies. 


You know, I wish I started learning all this stuff even 10 years ago, it would have been such a different situation right now. I bet I would have my own studio by now.


The trick is, I can either start learning now and hope for the best, or find myself 10 years from now saying the same damn thing I'm saying now.

In Topic: Being realistic...

08 January 2016 - 09:07 PM



There is also RTS engines available.


But I agree that spending a ton of cash on a first project is a waste.  The games industry is a rough industry and with all the indie games available nowadays its easy for a title to get lost among the crowd.  You have a good job which pays well, if I were you I'd use that to make my ideas come to life.



Now, how would you use the money to make your ideas to life?


It's not only an engine...it's an RTS engine it gets you alot closer to your goals than a generic engine.  


As to how to use the money... I would make two threads:

1. In the game design forum - do I need to know how to program/script in order to be a game designer?  If the answer is no ask how to pursue your goals.

2. In the business forum - Ask how much money it takes to bring an idea/design to life and what kind of companies handle such requests.


Also you should really try to put a team together with you as the game designer.  You should get some experience under your belt.


The RTS game I designed is purely economic with city building elements. There is no shooting whatsoever.


As to experience, I think game development school would be my best bet. They have some good projects where they get together as a team and create simple games etc.


Thanks a lot for a good advice.

In Topic: Being realistic...

08 January 2016 - 09:04 PM



I'm not interested in working for somebody, that's for sure. My goal would be to have my own studio.

Okay. Then, given all the foregoing, the answer to your initial question is: no, it's not realistic.



Tom, I see where you are coming from. Certainly trying to create such a big scoped game as your first is a bad idea. Certainly trying to found your own studio is only realistic when you factor in that it might take you 10 years or so to get there...


Certainly both goals are hard to plan for, neither a game that is way to big to finish in a sensible time frame nor founding your own studio from nothing is something you should make a 5 year plan for.



Still, if he really is interested in it, and ready to work hard in his free time on both goals, I wouldn't go as far as calling it unrealistic. A long shot maybe, goals that have a 50-50 chance being reached ever, something that will eat up lots of lifetime. But very realistic as long you continue to work on it and don't let failures along the way drag you down...


Well, my 1st game is not really complex nor it is big. I bet an experienced programmer could make it happen in a matter of a few months (depending on how many hours per day he is willing to work on it). 


As to the whole owning studio deal, this is the ultimate goal, not something immediate. I don't have eternity, no one does. If I was 20 years old, sure... time would not be an issue, but since I am pushing 33 already, it changed the whole perspective and it forces me to really come up with not necessarily the quickest, but most efficient way to move in that direction.