Finished my first C++ book, where to go from here?

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6 comments, last by HElwy 11 years ago

Just finished my first book (beginning c++ through game programming), and I was able to make games like Zork and a blackjack game (which is the last program in the book), but I know nothing about making any sort of graphics/interface, so I was just wondering.

I was going to get Game Coding Complete, but it seems like it uses C# and LUA codes, and I'm trying to stick to C++, but if it's the right book for me now, I'll get it. So can someone give me an advice about that? What should I do next?

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Google "Lazy Foo SDL" and the article (link in my signature) below.

Beginner in Game Development?  Read here. And read here.

 

Most of the safety conventions in C++ like clearing new allocations are already built in to C#. It is a big advantage to know both C# and C++ since C# is for rapid and safe development while C++ is dangerous to get more performance and control. Scripting is a powerful thing if you know where to use it because it allow you to replace modules at runtime when loading new levels and items that anyone can create.

Thanks Dawoodoz, I'll keep that in mind, I used to work on C# at first, but then it discouraged me, too many tools make it look too easy and you don't really what is going on and how the code is alternating with each tool you use (or maybe I chose the wrong book)

Alpha_ProgDes, that is an awesome article (despite the fact it seems like it's directed the over ambitious beginners who are trying to start with a GTA V clone), and the Lazy Foo SDL tutorial is awesome (so far), thanks so much :)

If you do have the money I would really recommend that you get Game Coding Complete. A few days ago somebody recommended it to me and I have been devouring it ever since I opened it. The scripting part is not such a big part of the complete book (I'ts basically just so that designers can take part in the game development from a data-driven perspective. The main thing to get from the book is game architecture and common pitfalls when trying to make a game.

Now to me this was the biggest problem when I tried to make games. Learning the syntax for C++ is moderately easy, learning the API such as Allegro or SDL is easier. The hard part is trying to make all the pieces fit. Usually my games start out great but as more functionality needs to be implemented my code looks like a huge pile of spaghetti. I then get demotivated because nothing works. This is where game architecture and design patterns really played a big role. They help you understand the bigger picture so the smaller things in the game like graphics and physics are easier to implement. So Game Coding Complete (+1).

These are also a list of articles and resources that helped me understand game programming architecture and patterns. I used this because even though Game Coding Complete is great, there are a few things that I didn't completely understand and I needed to get it from another perspective. To me they were quite crucial to understanding how a game is made up. I hope it helps you out too.

The component design pattern and Model-View-Controller (I found these extremely helpful):

http://www.koonsolo.com/news/model-view-controller-for-games/

http://gameprogrammingpatterns.com/component.html

http://programmers.stackexchange.com/questions/156221/how-do-game-programmers-design-their-classes-to-reuse-in-ai-network-and-play-an

http://www.raywenderlich.com/24878/introduction-to-component-based-architecture-in-games

http://cowboyprogramming.com/2007/01/05/evolve-your-heirachy/

Managing states in game:

http://gamedevgeek.com/tutorials/managing-game-states-in-c/

Game math:

http://chortle.ccsu.edu/VectorLessons/vectorIndex.html

http://www.wildbunny.co.uk/blog/vector-maths-a-primer-for-games-programmers/

http://www.3dkingdoms.com/weekly/weekly.php?a=2

The main loop:

http://www.koonsolo.com/news/dewitters-gameloop/

Overall Architecture:

(scroll down to the big post from Servant Of The Lord) http://www.gamedev.net/topic/640992-some-basic-questions-from-beginner/

http://www.teamliquid.net/forum/viewmessage.php?topic_id=382368

Well, it's quite expensive but from the number of people recommending it, It's pretty clear it's not a waste of money, I'll get it when I'm done with Lazy Foo's tutorial, and those articles sure looks like they will come in handy, too much reading to do I guess :D , thanks a lot PragmaOnce, that was an extremely helpful reply :)

Just finished my first book (beginning c++ through game programming), and I was able to make games like Zork and a blackjack game (which is the last program in the book), but I know nothing about making any sort of graphics/interface, so I was just wondering.

I was going to get Game Coding Complete, but it seems like it uses C# and LUA codes, and I'm trying to stick to C++, but if it's the right book for me now, I'll get it. So can someone give me an advice about that? What should I do next?

Game Coding Complete does not use c#. Though it may have a chapter or two on scripting using lua, it really is a c++ book. However I would imagine it's way over your head right now. I suggest you pickup a library like SFML and start cranking out some 2d games. I suggest SFML because it is object oriented. Get the nightly from the forums for pre built version SFML2.0 binaries.

If this post or signature was helpful and/or constructive please give rep.

// C++ Video tutorials

http://www.youtube.com/watch?v=Wo60USYV9Ik

// Easy to learn 2D Game Library c++

SFML2.2 Download http://www.sfml-dev.org/download.php

SFML2.2 Tutorials http://www.sfml-dev.org/tutorials/2.2/

// Excellent 2d physics library Box2D

http://box2d.org/about/

// SFML 2 book

http://www.amazon.com/gp/product/1849696845/ref=as_li_ss_tl?ie=UTF8&camp=1789&creative=390957&creativeASIN=1849696845&linkCode=as2&tag=gamer2creator-20

Thanks EddieV223, a bit confused right now at the many options I have, will try to organise how to go from here, thanks everyone :)

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