Suggestions?
'lo all.
I am new to this forum and to game programming in genral. I am currently learning C & C++ by the means of 'C++ for Dummies' 'C++ in easy steps" and more importantly: 'Game programming all in one'. I have read most tutorials here at GameDev and I am using 'Dev C++' with the great 'allegro' library.
Any suggestions on what I should read/do after 'All in one'?
*Thanks*
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"A wise man fears the lord, a fool say there is no god"
If i could pick one thing to say first, create functions that take common sense everyday input, and preform large time saving tasks.
i.e.
make a function that loads and places a character, so you dont have to rewrite 50 lines of code each time you want to load a character.
and so on.
pick a direction(allegro I guess)
small scenes
basic geometry/model desing
geometry/model import
geometry/model orienting
geometry/model collision
simple physics
for non one screen puzzle games:
geometry sorting be location
geometry retreiving by location
collision with retrieved geometry from location
geometry culling(hiding non seen geometry for improved framerate)
advanced model/texture design
physics
advanced collision detection
and other stuff, probably simpler to learn from here inclusing designing your game interface or using templated graphical user interfaces
optional to different degrees:
networking, portability
very useful:
making tools to automate processes you have to do over and over.
i.e.
make a function that loads and places a character, so you dont have to rewrite 50 lines of code each time you want to load a character.
and so on.
pick a direction(allegro I guess)
small scenes
basic geometry/model desing
geometry/model import
geometry/model orienting
geometry/model collision
simple physics
for non one screen puzzle games:
geometry sorting be location
geometry retreiving by location
collision with retrieved geometry from location
geometry culling(hiding non seen geometry for improved framerate)
advanced model/texture design
physics
advanced collision detection
and other stuff, probably simpler to learn from here inclusing designing your game interface or using templated graphical user interfaces
optional to different degrees:
networking, portability
very useful:
making tools to automate processes you have to do over and over.
Like a piece of a engine? Thats a good idea, thanks. I am currently a fifth of the way through 'all in one' but as soon as i finish i shall try that.
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"I can do all things through he who gives me strenth"
________________________________________________________________________________
"I can do all things through he who gives me strenth"
If you have been programming a while and you find you really enjoy it, you should pick up a copy of
Effective C++: 55 Specific Ways to Improve Your Programs and Designs. I've never read the book cover to cover; yet, it is nice, whenever you have time, to flip to a random item and learn something interesting about C++ and at the same time improve your coding style.
The book is not specific to games, but it is important as a programmer to really understand what goes on underneath the hood of C++.
Effective C++: 55 Specific Ways to Improve Your Programs and Designs. I've never read the book cover to cover; yet, it is nice, whenever you have time, to flip to a random item and learn something interesting about C++ and at the same time improve your coding style.
The book is not specific to games, but it is important as a programmer to really understand what goes on underneath the hood of C++.
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