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About Altruist

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  1. When to start with C++?

    @GD.NET: tldr:C++ rox/sux, Java sux/rox. The end. This debate is older than some of the people on this board. Also, as for containers, BOOST for the win.   @OP: You're going to get bored of hello world and the amazing joys of console text output REALLY quickly. Get reasonably good with that first. Then try some graphics programming. I'm assuming you're going to program in Windows so you will want to go with DirectX. You'll want the Direct X SDK.  Now, there is steep speed bump in the learning curve as you go from console to Windows programming, and that is the windowing system itself. This doesn't have to be a stumbling block in your coding pursuits. Find a good tutorial site. I like CodeProject. Best thing to do is find a SERIES of Direct X tutorials. This is that whole "gradual learning", "bit by bit", "walk before you run" deal. Once you have a quasi-firm grasp of DirectX, find a sprite repository and experiment with animating. (This one's all sorts of fun.)   Sound/music is important. Or you can tell your users to hum while they play. Find a free sound/music repo and add background music and sound effects to your project. Bit by bit. Little by little.   And then one day, not today, or even next week, you'll make the move to 3D. Make some 3D models. Spin them around like a planets in a solar system. (My CG instructor made us do a 3D solar system with the "Utah Teapot" with the sun, three planets and the moon). Go with Blender for now. Sculptris also, but mostly for heads. If you're a college student, you can get a LEGIT copy of Maya 3D and other AutoDesk products free. Free is good.      Go make us proud.
  2. Moving from Java to c++

    I recommend, assuming you're on Windows, NetBeans/C++ on MinGW. Eclipse/CDT is more professional, but NetBeans is just [b]friendlier[/b] for beginners. MinGW is the Windows implementation of GCC. You can get vanilla MinGW or The Dragon MinGW which supports x64. GCC which is currently the de facto compiler of choice for *nix users, though LLVM is starting to come up strong. For the (mostly) complete *nix experience, I'd get the MSYS setup available from the main MinGW distribution. Your new favorite phrase will become [source lang="bash"]./configure --prefix=/mingw && make && make install[/source] For a complete MinGW setup, I'd check out this site: ([b]Warning: LENGTHY, BUT WORTH IT[/b].) [url=""]http://ingar.satgnu....gw32/index.html[/url] Moving from Java though, as stated above, the biggest issues is memory management. Every object you allocate NEEDS to be deleted. Pointers go hand in hand with this one. Are you sending to a pointer to an object or a pointer to a pointer to an object? This will become important later on in your explorations. For leaks, I found this, but haven't gotten around to using it (I tend to do things by hand - and consequently rarely get things done.) [url=""]MPatrol[/url] (Setup for MinGW) As for libraries, the best things in life are free, or so I've been told. For standard everything but the kitchen sink library needs, the Boost Libraries will cure what ails you. SDL is the game library everyone starts with. (You'll also want SDLImage, SDLNet, and SDLMixer.) SFML is an excellent "next-step" game library. For pure 3D, you've got Irrlicht and Ogre3D.
  3. This is more or less what you're looking for.
  4. I'm looking to write my "first game", and I'm wandering what type of game is a good start. I'm planning on programming the game in C++ and libSFML. I don't have a graphics artist, sound effects creator, or soundtrack writer, but I think I may be able to find some. I know that an RPG would take far too long, and I'd get tired of it 1/10th of the way through. I'm thinking a vertical scroller ala 1942/Raptor would be a good plan. Can I get some recommendations from y'all, and would anyone be willing to mentor me?