• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
g-mwlq

What programming language to use?

8 posts in this topic

Hey GameDev.net!

 

I have some previous experience programming games some time ago, but now I want to start doing 3D games (using OpenGL?). I use and prefer Linux as my main OS, and I'm wondering what language or platform I should use. I'm open to anything, I don't really have any preference for a special language.

1

Share this post


Link to post
Share on other sites

Depends on efficiency in your OpenGL project, you can use Java, C++ or C# with it. Minecraft is an example of an OpenGL game written in Java. Java does compile to native code (via the JIT compiler) and does provide facilities for calling native code libraries such as OpenGL (via JNI)

 

Bare in mind, OpenGL is not a programming language  OpenGL is a framework, a precompiled library in external DLLs.

 

There is no such thing as a special language. Use the comfortable tool for the job.

2

Share this post


Link to post
Share on other sites

Depends on efficiency in your OpenGL project, you can use Java, C++ or C# with it. Minecraft is an example of an OpenGL game written in Java. Java does compile to native code (via the JIT compiler) and does provide facilities for calling native code libraries such as OpenGL (via JNI)

 

Bare in mind, OpenGL is not a programming language  OpenGL is a framework, a precompiled library in external DLLs.

 

There is no such thing as a special language. Use the comfortable tool for the job.

I am about equally as comfortable in all of those three languages, but I don't really like Java. Picking between C++ and C#, I would probably prefer C# because it doesn't have as many gotchas as C++ has. Is C# support really that good on Linux though? C# feels like a language you almost [b]need[/b] an IDE for. If you have VS it's amazing, but I'm not so sure on Linux.

1

Share this post


Link to post
Share on other sites
You could try Mono (.NET for other platforms) and MonoDevelop (an IDE).
If you're familiar with C#, you might want to have a look at Unity, too. Using Unity you're able to create 3D (and also 2D, but many people doesn't like Unity for 2D) games quite fast.
0

Share this post


Link to post
Share on other sites

You could try Mono (.NET for other platforms) and MonoDevelop (an IDE).
If you're familiar with C#, you might want to have a look at Unity, too. Using Unity you're able to create 3D (and also 2D, but many people doesn't like Unity for 2D) games quite fast.

Unity editor doesn't support Linux.

I'm not extra familiar with C# compared to C++, C and Java, but I think it's a little bit nicer than all of those actually. I will look into MonoDevelop. Somehow it doesn't feel like C# is meant for Linux. It's a shame since C# is such a nice and polished language. But I will maybe use it anyway.

Edited by g-mwlq
1

Share this post


Link to post
Share on other sites

YES YES YES! A BEGINNER WHO USES LINUX! Take your pick as far as what language you want to use. I use C, but you don't have to. Also, don't take that as a recommendation. Just go with your flow and personal zen, and you can find your inner language. This could be Perl, Python, Haskell, C, C++ (eww), Java (ewwwwwww), JavaScript, Vala, C-UP, etc. etc. etc.

0

Share this post


Link to post
Share on other sites

There are a bunch of game engines and third party tools which either are cross-platform compatible so you may develop games in a Linux OS (even for other OS) or the software development framework has a version compiled for use in Linux.  You just have to do your typical in depth research to discover the set of software and applications which will make your particular workflow pipeline.  I would start with looking for game engine IDEs which are compatible with Linux and allows development for other systems, the number of which might surprise you.

 

List of game engines - at least half of these frameworks may be installed in Linux:

http://en.wikipedia.org/wiki/List_of_game_engines

 

You are in a position to choose what language that you prefer, maybe two:  One for low level Just In Time compiling and lower level issues using Java and use C# for game feature scripting, just as a suggestion. In this case, you might really like GTK for things such as GUI programming and class files associated with it, depending on your workflow planes.

 

 

Clinton

Edited by 3Ddreamer
0

Share this post


Link to post
Share on other sites

On Linux (and BSD) I tend to develop 3D (and 2D) games with the following configs

 

C++, freeglut, glew, gl, glm, png (for sound, openal, freealut, ogg, vorbis)

C++, SDL, glew, gl, glm, SDL_image (for sound SDL_mixer)

 

Both work great, and the latter can also use Emscripten to be compiled to Javascript (asm.js), WebGL and run on a web browser. Using lots of smaller tech like this rather than a single games engine makes it quite easy to port to Android, iOS and all the many different flavors of UNIX and Linux since you can swap out individual components (i.e inside #ifdefs).

 

If you would prefer a more complete solution, there are some pretty decent engines / renderers compatible with Linux too such as Irrlicht, Ogre, Horde, Panda3D (very good with python).

 

If you want to go the .NET route, there is OpenTK (OpenGL related tech wrapper) and MonoGame (XNA compatible API) (which is completely broken on FreeBSD and some of the more "stable" distros such as RedHat Enterprise 6).

 

Also, an interesting thing to do is run ldd on your favorite Linux / UNIX game and see what they technologies they use. i.e

$ ldd /usr/local/bin/quake3
$ ldd /usr/local/bin/nwn
Edited by Karsten_
0

Share this post


Link to post
Share on other sites

Depends on efficiency in your OpenGL project, you can use Java, C++ or C# with it. Minecraft is an example of an OpenGL game written in Java. Java does compile to native code (via the JIT compiler) and does provide facilities for calling native code libraries such as OpenGL (via JNI)

 

Bare in mind, OpenGL is not a programming language  OpenGL is a framework, a precompiled library in external DLLs.

 

There is no such thing as a special language. Use the comfortable tool for the job.

Also on this you should note howmuch ram and cpu Minecraft eats up because of Java. The fault is in part the programmers because I really doubt they were geniuses when they began working on Minecraft( Notch alone ) and I still doubt they are that they are any more better. But Java does not help any bit. If redone in C++ or C the game could sped up by amazing amounts even if done by a person skilled in C as Notch was skilled in Java.

Edited by PandaDragonThing
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0