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

#5272514 C++

Posted by on 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++

#5272500 C++

Posted by on 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!

#5271785 C++

Posted by on 18 January 2016 - 09:34 PM

Hey guys,


I'm looking for some of the best online courses (paid of course) as well as books for learning C++ game programming. We are talking for a complete noob.


Any other efficient ways of learning are also appreciated.


Thanks a lot!

#5270202 Being realistic...

Posted by on 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.

#5270200 Being realistic...

Posted by on 08 January 2016 - 08:54 PM

Your assumption that you "need to hire a programmer and an artist" are thus incorrect, they rely upon the the unspoken assumptions that you want:

- Quick results

- Pro quality


If you can afford for this project to take longer and have semi-decent quality level, then doing it yourself is a much better approach. It doesn't mean you get to become a programmer and/or an artist in the long run, but it does teach you a lot about their trade, and in turn, makes you better able to communicate with them as a game designer and anticipate their line of questioning, and in turn, create better documentation.

I understand what you're saying and I agree. In my case, I can't program nor I can make a professional looking models, therefore the only choice that made sense to me was to hire people who know how to do these things. 


In my situation, it's all about figuring out which route is less disastrous. First one is, spend money to make demo by hiring people who do it, and have zero to minimum control over the project since I can't code. Second choice, start leaning how to code and hoping for the best, in this case, after spending two years minimum and have ability to make a terrible demo. I honestly don't know which one is worst. 


I can spend about 30 hours a week to learn how to code. So, that's 720 hours in six months. I guess the only way to find out whether I have enough brain to make it work is to try it.

#5105076 Graphics / Art style

Posted by on 28 October 2013 - 10:55 AM


I'm no artist, but here is my attempt to describe it:

  • Realistic (not cartoony, cell-shaded)
  • 3D (not 2D)
  • Science fiction (robot)
  • Industrial (no plants and wildlife)
  • Dark (plenty of shadows)
  • Present (not futuristic)
  • Limited presence of fantastical elements (fantastical elements are things like magic and such)
  • Technology (not space-magic etc.)


I'm not sure if you played the game or not, but it should matter anyway.


What do you think about these textures though? Don't they seem like they have this cartoon like touch/colors to it as Valve used in Team Fortress 2? Not the models, the models are definitely realistic, but the textures.


Thanks man.