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About Anri

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  1. Just getting started

    This is going to sound a bit strange, but I recommend holding back on C++( just for the time being ) and learn C instead. C is perhaps the most fundamental language there is. Here is how I would crack it... 1) As you learn to write C code, also learn to write "Make files", and for the small programs you write use a garden-variety text editor and build using command line. The big "gotcha" with learning C or C++ is that most books do not cover how to compile or link object files nor how to instruct the compiler where to find libraries or headers. They just assume that you are using an IDE to build single-source file programs by clicking that lovely green arrow, and then when it comes time to learn SDL, DirectX, OpenGL or whatever, you are completely in the dark as to why you have all these linker errors showing up.... 2) Program or read your programming-related books daily. Don't worry how much time you put in so long as the ball is always rolling... 3) Consider learning SDL. So long as you look after your C skills and can produce make files, you should be able to make pong with a bit of effort. I recommend Jazon Yamato's book on multiplatform development... 4) If you can make Pong with SDL at this point you are definitely ready to begin learning C++ and confidently moving towards that goal you wish to achieve. *** I usually recommend writing a small text-based game before attempting any graphical stuff. If you can select menu choices and save'n'load game data then you're pretty much ready to move on. Sorry for this long winded reply, but I think this would be the ideal "road-map" for you. C++ is great and a professional's language, but it can be unforgiving for the complete beginner. Yet C is simplier and provides a fantastic stepping stone for learning C++ - or any other language out there. Best of luck and god speed!
  2. Without knowing the specs of your current machine( it could be from the late 90s for all I know )... If your laptop has its own dedicated graphics card, can run the OS smoothly...yeah, just stick with it. Just about any computer from the last five years will allow you to achieve any level of skill you wish to obtain. When using 3D/2D packages like Maya/Blender/Photoshop/GIMP then just be mindful of your system and video memory. Oh, and don't forget to back up your work on separate storage such as a second or external harddrive. All the code you write is your life work - the cost of losing that is far more than the cost of a new laptop... Hope this helps!
  3. Hobby: How do you finish your projects?

    "Little and daily" seems to work well for me. For those days I really don't feel in the mood, I just give 10 minutes and in some cases that can extend to hours on end( once I put in 15 hours! o_O ) as I quickly settle into the "zone". At the moment I've got several projects on the go, and this really helps a lot. If I do one project in the morning and go out for lunch, I then take on another project for the afternoon. Right now, I'm working on two Android games, a ZX Spectrum game and getting to grips with OpenGLES 2.0. Oh, and learning to read and write Japanese scripts( or "Kanji" ), for fun...which is done within the first 15 minutes of waking up... For me the question is never "when will I ever finish this project?" but instead "has the ball stopped rolling?". If its come to a halt, then I just make a little time to work on a small part of it. I guess its a case of "the jouney is more important than the destination"...
  4. At what time do you sleep and wake up?

    Insomina is horrible and I solved it by just sleeping between Midnight and 7:30am. The alarm is always set to go off, but I usually wake up before it goes off. Most nights, I'm in bed chilling just before 00:30am. The rest of my life has followed suit and most things are now done on a daily routine and far more productive.
  5. I'm new here and would like to say Hello!

    Welcome to GameDev 'Flinte, and enjoy!
  6. 3D sculpting is good for a lot of modeling, however it isn't precise, It would be extremely difficult to make a sports car or a building using only ZBrush.   3D sculpting works best for organic forms, although I have used ZBrush for decorative architecture like pillars. Creating finished game ready models using only 3D sculpting software is not recommended.   I think you misunderstand what I am suggesting here, and will clarify.   Our friend already has Blender to cover the low-poly/precision side of modelling, and it does a great job at that.  They honestly do not need better at this stage. If its professional circles for "precision" then they should be looking at experience with 3DS Max or at least Modo.  But once again, those packages are overkill.   Although Blender can cover the whole model process - from beginning to end - other packages such as ZBrush and 3DCoat make a lot of difference.  If our friend wants to take 3D modelling to whatever level they desire, then a combination of ZBrush and Blender will allow that, and that combination is far more affordable than just replacing Blender with another general-purpose application, when even those packages cannot compete with ZBrush for sculpting and detail.   Once again though, If our friend wants bang-for-buck then 3DCoat is pretty much the "all-rounder" of dedicated modelling applications and the personal edition is about £80. 
  7. For creating models you should really be looking at dedicated modelling packages such as ZBrush, Mudbox or 3DCoat.   They are more powerful, user-friendly and productive than an all-in-one package - such as Maya - because they are designed to cover only the modelling, sculpting and texturing phase. To top it all off, they are very affordable.  The rest of the process can be finished off in Blender, and still achieve fantastic results.   For your situation, I would go with 3DCoat.
  8. In the same vein as ChaosEngine's suggestion, I found great value in having a peek at the source code for Wolfenstein and Doom.   I would say first tidy your code with good indentation, naming convention and removing "fluff code".  Then, go to town on comments and documentation.  In the end, its really a matter of experience so make sure you put aside regular time to ensure its being done.
  9. If every project you take with others ends up down the pan, then go it alone.  However, just keep the project in "early 80s arcade machine" small.
  10. What to do now?

    You are welcome, GabrielJim.   Have fun! ^_^
  11. What to do now?

    GabrielJim, you can download the 3rd edition source code from this page...   ...just click on "book source code".  Inside the zip file, navigate as follows...   \py3e_source\py3e_source\   ...and you will find a list of chapter folders.    Use the pdf for now and the source code to overcome any problems.  If you are already learning Python 3 from another source then you should be alright.
  12. What to do now?

    GabrielJim, thats the book, but a 2003 edition, using Python 2.2.3.   I'd say you'll find some differences between that version and Python 3, but just roll with it and look up what the Python 3 solution is through google searches.  In other words, dont worry about it.  I tried my hand at some Python 2.7(?) for Raspian(for the Raspberry Pi) a while ago, and came across some minor differences such as how I used the print() function. Not exactly sure why, but it may have to do with the break versus fall-through, or with the double cases with the same value (CPython doesn't check beforehand, it;s all interpreted at runtime.)   It is possible to make a dispatch dictionary which emulates a switch, like def f1():     print("hello") def f2():     print("world") d = { 'a': f1, 'b': f2 } d['a']() # prints "hello" You almost never see these however. In my experience, switches aren't that often needed, at least I don't really miss them in Python. Perhaps dicts and lists make up for it for a large part, ie it is trivial to store key/value pairs in a dictionary, like 'd' above. You'd use a switch for such things in other languages.     Threads don't get deleted. As code gets larger, posting may become more problematic, but way before that people will not read your code any more.   A program like hangman is 50-100 lines or so, which is fine. Posts longer than about 500 lines have very little use. People read the forum, and do a code review in 5-10 minutes. That won't work with long code. 100 lines of say 40 characters / line, is a 4KB, you won't make a noticable impact on what everybody here posts, or at todays disk sizes (smallest is around 1TB! I have no idea how people manage to fill even that "small" amount of storage!)     Some people open a repository at a site like github or bitbucket for their code.   Alberth, cheers for that! I'll definitely keep that in mind should I return to Python. :cool:
  13. What to do now?

    Does it not have a switch statement? OMG, thats a nightmare!  :blink:   Quite surprised at that, Alberth.  Any idea as to why its not got a switch?
  14. What to do now?

    GabrielJim, my copy is the third edition(2010), and covers Python 3.1.1.   You should be alright.
  15. What to do now?

    GabrielJim, I would probably look at using a "switch" statement instead, for a menu.   However, I've just gone through my books, and had a look at "Python Programming for the absolute beginner", by Michael Dawson.  It does seem like a perfect fit for you as each chapter is focused on making a game(or sometimes just programs) with Python.  These include text-based games, and later in the book also cover GUI programming and PyGame and another library for multimedia called "livewires".   Depending on where you are, its $35 or £20.  Its a book you can grow with, and takes you right up to PyGame which shows you how to make a fruit-slicing game and an Asteroids clone.  Everything you need! ^_^