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snugsound

Member Since 20 Nov 2002
Offline Last Active Mar 10 2014 11:01 AM

#5020062 Lines of Coding Per Day

Posted by snugsound on 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?!")




#5019514 Is it such possible to create fast games without using C/C++ ?

Posted by snugsound on 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).




#5019171 [Help] Getting into game programing

Posted by snugsound on 08 January 2013 - 02:07 PM

To some extent I like math. Also who gets paid better? The man who knows everything or the one who rules only one section?
I wanna be Lead Designer! I wanna become Inventor and Creator. Similar to god, except in Virtual place.

The expression is "jack of all trades, master of none". Pretty sure he doesn't get paid at all, because he can't find a job.

"Designer" roles are generally more creative than they are technical, and involve storyboarding, writing, scripting, etc. Pretty much the polar opposite of engine development.

There is no "God" in game development, unless you're working by yourself. A good team, on the other hand, is made up of people with very specific disciplines; people who really know their respective area inside and out.

You should definitely explore the different facets of game development at this early stage, but at some point you will want to decide which area appeals to you the most and really focus on that.

Good luck :)




#5013977 So I have the skill and the ideas, what next?

Posted by snugsound on 24 December 2012 - 11:24 AM

Well at the core it sounds like an issue with self-motivation. I struggle with this a fair bit in my life: there are so many things I want to do, and am perfectly capable of doing, but there's something holding me back (read: myself). Working a day job really compounds the problem (or at least that's what I tell myself) -- after a long day at work I don't necessarily have the energy to work on something, even if it's something I'm passionate about.

If you aren't able to look inward for motivation then you can always try looking outward: join a team of motivated individuals, post your work on message boards for feedback/criticism/encouragement, join competitions, etc. Some people are great at motivating others in a positive manner; try to surround yourself with these types of people and remove any sources of negativity from your life.

Also, try not to think too big. The more "little successes" you have the easier it will be to eventually work your way up to something bigger, and at the end of the day you'll feel a lot better about yourself/your work having actually completed a few projects.

Good luck :)




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