• Advertisement
Sign in to follow this  

Best way to follow up a tutorial?

This topic is 1987 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

How should I to follow up a programming tutorial?
Should I recopy the code, understand it, and then just moving on?

Share this post


Link to post
Share on other sites
Advertisement
Do something with it to test that you've actually learned from it.

If you're using a tutorial that comes with prebuilt sample code I recommend reengineering from the ground up to make sure you actually understand how it's put together.

I also recommend using it in an actual game project because thing is tutorials are actual often build for simplicity's sake and don't scale well when going from tutorial demos to actual large projects.

Share this post


Link to post
Share on other sites
And What happends if I'm trying to follow up a very large tutorial?
Actually, the tutorial has 46 chapters, and each chapter has a lot of lines of code...
It's very difficult to me to make my own code without looking the sample.
I'm trying to learn DirectX 11 (Direct3d 11, etc).

I should initialize the window with Win32 API, and then the d3d. It's very delicate :(
I need to copy all the code because I can't memorize all.

Should I hold all the functions, flags, etc?
How could I hold that information?


Josh Petrie, Lazy Foo
Thank you very much


By the way, I used to make small games with SDL, it is simpler than directx, so I could make my own code. I learned SDL with your tutorial (Lazy foo). Also thank you for that.

Share this post


Link to post
Share on other sites
[quote name='riverreal' timestamp='1344726325' post='4968547']
And What happends if I'm trying to follow up a very large tutorial?
Actually, the tutorial has 46 chapters, and each chapter has a lot of lines of code...
It's very difficult to me to make my own code without looking the sample.
I'm trying to learn DirectX 11 (Direct3d 11, etc).

I should initialize the window with Win32 API, and then the d3d. It's very delicate [img]http://public.gamedev.net//public/style_emoticons/default/sad.png[/img]
I need to copy all the code because I can't memorize all.

Should I hold all the functions, flags, etc?
How could I hold that information?


Josh Petrie, Lazy Foo
Thank you very much
[/quote]

Cut it up into testable pieces. Get one piece working, then get another piece working, then get another piece working, etc.

Also, people have different code and software architecture standards. The way I code my tutorials is probably different from the way you code you programs. One way that's always worked for me is porting a lesson's code to work with my personal framework.

Share this post


Link to post
Share on other sites
Hey, how's it going? Hope weekend is good! You know what helps alot when I fully understand the material at hand. It soons become understanding so when I look at another's source code; I understand how the puzzle fits together. Recopying code after and after - sure, easy but it's less learning experience. On addition, by understanding the material and experimenting here and there - seeing how the pieces work will help greatly learn! If you're stuck? Look up on MSDN and google because those two are a programmer's great friend!

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement