[color="#ff0000"]Moderator Note:
Please take anything in this post with a grain of salt, as the "IHavePoorTaste" account has been banned for the following reasons:
- Originally signed up with an offensive and inappropriate username (since edited by a moderator)
- Is a duplicate of a previously banned problem-user
- Is fairly obviously trolling the forums.
The responses from users are however pretty good considering and may be of some value if you're interested in the topic.[/quote]
What's up with all these "tools" nowadays? Free source game engines? Really? That's depriving programmers the actual work of the game as a whole.
I might sound a little crazy by saying this, but I think it's actually more fun, and to every last bit(literally), to program games more in a "from scratch" kind of way.
I'd rather, instead of with all those "complications" with destructor, constructor, type conversion, polymorphism, OOP, just write all code in a more Boolean logic sort of paradigm.
Instead of using any OOP, define the parts of the code yourself and just comment them, break every aspect of the game's parts piece by piece, layer everything out, get everything necessary and written out before
you start writing code so you know where everything will go and what everything will do, then just do it.
I'm definitely against OOP, I hate it to the core by all means possible. I prefer more of a sort of "functional" programming style in a mostly Boolean logic kind of sense.
Now is this just me? Do others somewhat agree here? I mean sometimes these "tools" may come in handy, like game engines, but understanding what they are and how to make them yourself would be much more rewarding, given the programmer can make one themself with the right tutorials and instructions and can feel accomplished by literally completing every aspect and part of the game yourself, bottom up.