opengl and c++

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15 comments, last by _paf 11 years, 2 months ago

Thanks a lot!

what do you recommend VC++ 2010 or Code::Blocks?

thanks again! :)

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For Windows, i prefer VC++ 2010/2012. For any other OS Code::Blocks is a choice, although i think there's some other good IDE for MacOSX that i don't remember the name.

Thanks !

I have another question because i figured that my knowledge on C++ is not enough.

What should i learn in C++ to start developing good games and understand all the concept of it?

do you recommend C++ or Java to build games based on Opengl? (or other language's like C#)

(the main question i really want you guys to answer me is what should i learn in C++ to start developing (leaving the Opengl out))

Thanks for all your help that's really helpful!

For the language I'll always advise C++, because that's probably the most used language, especially in game development, not to mention it's my favorite language, and the one i always use. But don't let me stop you from trying other languages, just ask other people and they will surely point out the good in any of them.

I know you can use LWJGL (which is a way to use OpenGL (and more, i think) on Java).

Now, if you don't know C++ yet, or you think you don't know enough (and assuming that's the language you're going to learn), for now you should set apart the idea of making a game.

First you must use how to program in C++, and i mean really learn it (advanced stuff like pointers, classes, inheritance, templates, overloading, etc).

If you want online tutorials on C++, you can go to http://www.cplusplus.com/doc/tutorial/ and follow the tutorials there. They point out most of the C++ features you should know, although some of them take a lot of practice to perfect (like pointers).

Also, you should read about design patterns (after getting a good grasp on the language). They will help you designing better code.

After you have a good grasp in the language you can then start learning OpenGL.

Also, it would do you good to decide whether you want to learn the deprecated OpenGL functionality or not. I can't really said if it helps or not, but when i first learned OpenGL, i started there, so maybe when i learned shader based OpenGL the learning curve wasn't that difficult.

I'll let others advise more on this.

More than this, remember that a game is not only graphics (although graphics is a big part of them).

You could then learn OpenAL for audio (or FMOD, for example), DirectInput (on Windows only) for input, and a lot more.

Other than that i can only say to keep practicing. As they say, practice makes perfect (or at least close).

Thanks a lot!!

That's really helpful! :)

I will finish learning C++ and then start learning some design patterns like you said i think that would be great for me :)

There are some really nice design patterns, and many of them are not limited to C++.

From my own experience, I find it hard to read about a design pattern and then start to use it. I almost always have to try to solve a problem first, develop an ugly solution, and then read about the pattern that shows how it really should have been done. Learning by mistakes.

C++ is a complicated language. Very powerful, but also with many opportunities to go wrong. To learn it, spend as much time as possible, and learn from mistakes.

[size=2]Current project: Ephenation.
[size=2]Sharing OpenGL experiences: http://ephenationopengl.blogspot.com/

You're right, but i also think that if you starts learning about design patterns at the beginning (not exactly using them at the start, but knowing they exist), then you'd be able to adapt to them earlier.

I found it hard to start using them, because when i started programming i didn't even know they exist, so when i read them up, i found it difficult to start applying them, simply because i was not used to them.

But yes, one should always learning by trying (and failing).

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