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snugsound

Member Since 20 Nov 2002
Offline Last Active Mar 10 2014 11:01 AM
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Posts I've Made

In Topic: Lines of Coding Per Day

10 January 2013 - 04:38 PM

I type 80 WPM / 400 CPM, so that means I can write about 2,400 lines (of 80 characters/each) in a work day if I don't take any breaks! biggrin.png

But seriously, I like the comment that was made earlier about negative lines of code. That says it all, IMO. I do as much writing as I do deleting and refactoring.


I love to delete code, especially other people's ugly-ass spaghetti grossness, and unfortunately, sometimes my own ("what was I thinking?!")


In Topic: [Help] Getting into game programing

10 January 2013 - 12:29 PM

Maybe u know something similar to XNA, but for C++?

Yeah check out SFML: http://www.sfml-dev.org/features.php


In Topic: [Help] Getting into game programing

10 January 2013 - 12:15 PM

@Hordeon: I was the one who suggested XNA, and I stand by that recommendation. If others have recommended it to you as well then that should really vouch for it being a good option.

 

I find that using XNA (with C#) gives a good balance of ease-of-use and power/flexibility (more so than, say, Unity). You still need to write a lot of your own code, but as Vincent_M points out you don't need to spend half your time messing around with content loading, external libs, etc. It really lets you get to the point and start creating something.


In Topic: Hey i'd like some knowledge

09 January 2013 - 02:27 PM

That's a very limited view on the capabilities of both types. And overly discouraging. "Lifetimes" worth of study are not required to be more than competent in both fields, otherwise no one would get hired for professional art OR code until they were in their late 50's. And the rest of your post just reads like "I tried and failed, so it's not possible."


They (well, Malcolm Gladwell) says you need to spend about 10,000 hours doing something before you're an expert at it. Based on that rule I'm an expert in at least 2-3 things so far, and I'm only 32 smile.png

There is definitely value in sticking in with something until you get good at it, mind you, but if you happen to be passionate about more than one thing then why not pursue them? It needs to be for the "right" reasons though, or it'll never "stick".

Edit: more directly related to the thread, here's a great blog post by Tommy Refenes (of Super Meat Boy fame):

http://www.gamasutra.com/blogs/TommyRefenes/20130107/184432/How_do_I_get_started_programming_games.php


In Topic: Is it such possible to create fast games without using C/C++ ?

09 January 2013 - 10:45 AM

There are two separate questions here:

* does C/C++ perform better than X/Y/Z?
* is it important to learn C/C++ to get a job in the industry?

Anything that compiles to native code is going to run faster than something that doesn't. This is the reason engines are built in C++. But, as Servant of the Lord points out, most larger games use a high-level scripting language for actual game logic. There are many reasons for this: separation from engine/low-level code, reducing the amount of compiling that's required, allowing less technical users to script game logic, etc.

I think it's important to learn a C-like language, as it's the basis of many low AND high-level languages, but I would argue that knowing C/C++ inside and out is not a necessity unless you're working on console games, or working on game engines directly (building them, or extending them beyond their original design).


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