the very best resources I found for game programming

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16 comments, last by Isvar Arthur 7 years, 7 months ago

Well...If they don't like coding, let them focus on something else, aka animation, design, music, storytelling, etc.

If everyone ran from what they didn't like no games will ever get made.

Even if you love programming and enjoy puzzle solving, when you do programming for a living there is going to be a point where you will come to hate it; if only briefly.

What will you do at this point, abandon your dreams just because you don't like programming?

What about the Indie developers who dream of making there own games, yet they hate programming and can't afford to hire a programmer, should they give up?

I think the point is games aren't just about programming. Not everyone is suited to programming and just at a person to person level, you are welcome to do something you don't like but if you are more suited to model design, you'd be better off doing that and making some money on turbosquid etc. One day someone might commission you for a game.

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"What about the Indie developers who dream of making there own games, yet they hate programming and can't afford to hire a programmer, should they give up?"

Partner up with a programmer, do the art for them for their game. After that first game, if you haven't done the normal artist thing[1], they're likely to listen to your pitch for your game...

No. I don't know what to do if you can't do art either.

[1] Done the first 1/4 of the things needed, had a change of heart about the style, redone the first 1/4, had a personal crisis and then apparently fallen off the planet for anything between a year and forever. And these were artists I was **PAYING** to do the work.

"Speaking of "Pro", one can't call himself professional if he only knows one language, try and know at least 3"

I was asked how many languages I've used at one point[1] so I compiled a list because I lost track after the first dozen. Terrifyingly, I found I've delivered software for money[2] written in at least 29 different languages (including 4 assembler languages) on 6 types of UNIX, half a dozen version of Windows, three major versions of Mac, several embedded environments and Android together with JavaScript running on various browsers.

That's a bit more than 1 language per year of my career. My main suggestion for career maintenance for younger developers is "get good at getting good at things".

[1] By someone who only wrote in one and was surprised that I could switch between several at a time.

[2] I've hobby-coded in at least a dozen more.

Speaking of "Pro", one can't call himself professional if he only knows one language, try and know at least 3


Actually, if you get paid to write software, you are professional. Any other metric is pretty meaningless.
So people recommending languages while they are "Still learning" isn't a good way to take advices....right?

Wait, are there software developers who aren't "still learning"?

Oh yes. You wander into any large IT org. There they are. Zombies. Speaking something that was fashionable twenty years ago like... Uniface or something. Employed on contracts to maintain something crumbling that the government department concerned can't afford to have re-written but can sink tons of money into having badly maintained.

There are loads of devs who haven't moved on. I was once hired to teach UNIX development to a bunch of them. They had to leave their discontinued, unsupported, hugely expensive-to-sustain mainframe/JCL/Cobol world behind and move at least to IBM machines with UNIX on which was running a port of JCL and the same Cobol heap they were used to tinkering around the edges of. They were all "but how do you get register dumps?"[1] and "why isn't there a proper offline editor" when presented with arrays of AIX systems to play with. Perl looked like, and was treated as, witchcraft and shell was glaced at and dismissed with distain but no effort. Even Emacs and VI weren't sufficiently arcane to be untoylike to their minds...

I got bored of the task and quit.

The one thing I couldn't tell them was that they were getting fired if they didn't change role... and lo. They were fired.

[1] The machines concerned have about 200 registers...

Speaking of "Pro", one can't call himself professional if he only knows one language, try and know at least 3

Actually, if you get paid to write software, you are professional. Any other metric is pretty meaningless.
This, with an additional note:

If you are paid to write software you are professional by definition. That does not however imply anything about skill level or whether or not a person's advice is worth listening to.

Lots of professionals are unfortunately terrible at their jobs and may give bad advice. Lots of hobbyists are wonderful developers who will give great advice. Anyone who makes a big deal of pointing out they are "pro" (unless they've been specifically asked) is probably more interested in inflating their own ego than helping you, and personally I would treat their advice with a healthy dose of skepticism; beware the advice of anyone who spends as much or more time talking themselves up rather than actually giving advice.

- Jason Astle-Adams

I think a good tip could be: To not be very exposed to excessive commercialism. As others correctly pointed out you, don't let numbers overwhelm you (number of mastered languages, the big digits that handles the industry rulers, the excessive size of your first applications or games and so on). Instead, it may be a good start to focus on little practices and tests, like graphics tests... input... that grows in complexity.

This way, you should be able to manage more resources and you might get rid of that merchantillism that can steal you your supreme resource: your motivation.

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