Thanks guys, for the input!
I am digesting all this info, seeing what the most logical choice would be.
Keep on debating, and offering suggestions.
I really appreciate it, guys.
Looking for the most logical progression into 3D Programming
quote:Original post by Bankie
What do you mean by "basics"? If you mean general programming practices, then fine - that''s why I asked at the beginning if he had programming experience. However, I don''t see the point in learning stuff you''re not going to use in the long term, and I don''t see what''s wrong in learning what you need as you go along. For example, why learn lots of maths first? By learning the bits you need when you need it you get to put it into practice right away, so you remember it much better and it''s much more interesting. Same goes for physics. And why learn C++ first when you can take a basic engine from a book and experiment with that to see for yourself how it works? When you come against something you don''t understand, you can look it up at that point. Again, you remember it better and it''s more interesting because you''re learning something that you''re using there and then.
I agree. Game programming is like eating an orange. If you decide to peel away at the orange from all sides, then you''ll have to peel the entire orange before you eat any of it, i.e. if you decide to learn how all about an engine''s architecture before you create anything, it''ll be a long time before you have anything to show for it. Instead, start on a small section of the orange and peel only that section. Soon you will be enjoying its sweet sweet innards. So pick a small part of the engine, model loading for example, learn how it''s done, and code one yourself. Then when you''re done, move on.
From my experience the key points in the whole learning experience are:
a) Know your language well. This isn''t something you can gain from just reading, you have to practice different implementations and toy with things yourself.
b) Do everything from scratch at least once. Make your vector class, your template array, linked list etc It''ll make understanding other peoples code libraries a hell of a lot easier.
Don''t be shy either. I''ve learnt a lot by simply taking someones example code and modifying the hell out of it. It''s always fun to try extreme data or try and get something interesting to happen by mixing all that you know together.
a) Know your language well. This isn''t something you can gain from just reading, you have to practice different implementations and toy with things yourself.
b) Do everything from scratch at least once. Make your vector class, your template array, linked list etc It''ll make understanding other peoples code libraries a hell of a lot easier.
Don''t be shy either. I''ve learnt a lot by simply taking someones example code and modifying the hell out of it. It''s always fun to try extreme data or try and get something interesting to happen by mixing all that you know together.
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