Alberth

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Alberth last won the day on September 11

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About Alberth

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  1. Tips?

    For Python, have a look at pygame.
  2. Learning C++ by Writing C++

    I see books as sources of information for look-up, rather than a collection of knowledge that I have to learn by heart. That is, I don't necessarily need to know everything that's in it, but I do need to know what kind of information I can find in it. As a simple example, I would not bother about the precise syntax of a class definition, but I would remember it tells me "basic stuff about classes". So whenever I have problem falling in the category "basic class problem", I know which book to pick to find the information I need. It is, as you say, much easier to learn by doing, preferably before you have to make something "for real". I always try to do a small private project beforehand. Anything that you pick is good, as long as it contains the matter you want to learn about. In a sense, whether the project succeeds isn't even relevant for learning. As for your education, can't you express your concerns? If you get courses that don't work eg because you didn't have other courses, why not say so? If you got a course chosen, and it doesn't work as proposed, try to find an alternative solution by moving things around and discuss that. If you don't, you're the only person with the problem, so it's in your own interest to speak up.
  3. Don't know about minecraft & modding it (never looked into it), but perhaps Scratch is an option. Developed by MIT, aimed at children 8 to 16, apparently: https://scratch.mit.edu/parents/ (parent information)
  4. 3D Jetpack Action

    I'd say first start with some basic building blocks. Forget what you aim to create for a moment, and just do a few tutorials so you get an idea of how things work, and perhaps what can be achieved somewhat. When you start working on your game, don't jump to the main feature, but start simple and small. First start and stop an application, then show your character, then have it move in one direction, then add a second direction, then have it move around, etc. By small incremental steps things become more manageable and gives you early feedback.
  5. C++ Combat System

    Even with a specific questions, unless someone has mostly exact that code, and is willing and allowed to share it, you won't get any. Instead of aiming at writing the game, I'd start with simple experiments, eg noizex has pointed out a possible weak spot, so test if you can make it work, by writing mouse gesture code that outputs the gesture it detected, with a simple printf or whatever you do to get output in Unreal. By doing a few of such experiments in small areas of the game, you get useful snippets, and experience how to make them. Not sure how useful snippets are in the real game, as there are likely a lot of things that need to be addressed that you omitted in the snippets.
  6. How to create a dwarf fortress like game

    Standard engines are Unreal and Unity. The former uses C++, the latter uses C# which is quite close to Java. These engines are mostly aimed at 3D games. For 2D, pretty much anything could work. From Python, the standard solution is Pygame, although it uses somewhat old techniques for painting onto the screen. For Java, there is libgdx and lwjgl. C and C++ typically use SDL2. At Windows there is the DirectX stuff, which I know literally nothing about (not a Windows user). My list is far from exhaustive, but it may give you some starting points. As for programming the game, the biggest problem is overscaling. In your mind it's all simple, intuitive, and easy. Getting that into a computer is much more work than one thinks. So start small, very small, and expand in small steps.
  7. Material for game developing

    Luckily, for 90% of the code in any programming language, efficiency is a non-issue. Many people are so focused on maximum speed that they forget about this rule, and become horribly inefficient with their own time by writing loads of trivial non-speed-critical code in some low-level language, to gain pretty much nothing in performance of the program. Python doesn't position itself as as a number-crunching language. It aims to be a glue-language, connecting blobs of fast C etc code with each other. It's also a great prototyping language, quickly trying an idea. I often find the Python implementation fast enough, and leave it at that. If you want more speed, the simple trick is then to rewrite the speed-critical part in a language tuned for such problems, connect that to Python, et voila, it all runs near the speed you'd get by writing everything in that low level language, but at a fraction of the time, and where most of the code is much easier to maintain. Note that Python itself is moving towards faster execution too; we've had cython for several years now, the faster sister of our favorite snake language. In Python 3.5 type-hinting has become part of the language, so I expect major improvements in speed the next years.
  8. It's a sign that you're curious about the world, you want to know how it all works. Since obviously, the world is much larger than any single person can ever understand as you have started to realize, you start to feel a little lost. This is perfectly normal, I had it much of my life. Knowing what you don't know yet guided me on my explorations into new areas. Unlike common believe, university in general doesn't aim to teach you much practical knowledge. Instead, they teach you how to tackle a problem you have never seen before. They also teach you solid background theory that you need for that task. The reason is that practical knowledge is easy to obtain (just do it for several years). A second reason is that such knowledge ages quickly, not in the last place because the discipline changes rapidly. I never learned OpenGL at University for the simple reason that it didn't exist yet. Same with distributed version control. I learned about Object-oriented techniques, but those ideas have changed a lot since. However, since I know how to deal with an unknown area of knowledge, I can adapt, write basic OpenGL, use git, and understand what C++11 is doing and why (haven't started on C++14 and 17 yet, but they will arrive at my doorstep somewhen in the future too).
  9. Starting Out

    Unreal has blueprints, but otherwise, no idea. Why don't you check out the tutorials or the overview of each of the engine to get an idea if you like them or not?
  10. Material for game developing

    Core of the game highly depends on the game. Eg a table-top game or a card game doesn't need much programming University is only slightly helpful, as it teaches the fundamentals of computers, and programming, the theory of programming, so to say. Making an actual game (or even writing actual software in general) is much more practical. The theory does its work in the background only. Below a link to an article with some basic questions and advice on how to get started.
  11. C# How to reduce data sizes?

    Network packet size differs between networks. Your quoted number looks like the theoretical maximum size, which you only get with very reliable networks, eg loopback over localhost. LANs are often around 1500. Real Internet, and mobile phone networks are even smaller. Look for the value of "mtu" of a network interface. If you always want a single network packet for your data, you should look for the minimum guaranteed packet size rather than the largest possible packet size. The former will work on any network.
  12. How to learn from Quake source code

    Drawing such far conclusions is a tricky business. One simple counter-argument is that DirectX obviously means that a second Microsoft product was used, which no doubt means more income for the company. Whether it was actually much better than whatever already exists isn't that relevant in these cases.
  13. newbie question about dedicate server

    Please don't describe what you do, instead describe what you want to know.
  14. What Program should i use

    This is the usual first article that discusses matters more in-depth. Feel free to ask more questions if you have them
  15. How to learn from Quake source code

    Unlike computers and software engineering, guitars and guitar playing has not been turned upside down several times since then, the basic mechanism to make sound has not been unrecognizably improved, and music notations don't use completely new concepts and ideas.