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Posted 08 December 2009 - 10:34 AM
Posted 08 December 2009 - 06:16 PM
Original post by kablammyman
... what about the non-graphical part of game programming, like algorithms? Program structure/design? Memory management? Debugging techniques? What types of topics should I start learning about? What types of skills should a person whos been in the industry for a few years be able to show?
Posted 09 December 2009 - 04:51 AM
Posted 11 December 2009 - 11:52 AM
Original post by yaustar
You might be interested in reading "Game Engine Architecture" then.
Posted 11 December 2009 - 12:03 PM
Posted 11 December 2009 - 12:25 PM
Original post by jmau0438
If you want to beef-up your technical design, why not explore design patterns. For a C++ programmer, knowing the STL and modern design techniques is kinda manditory before you can really call yourself a subject matter expert in the language. The book that started it all (refering to design patterns) is "Design Patterns: Elements of Reusable-Object-Orientated Software". The book was published a long time ago, so there are probably better books out there now. Also, why not build something? Something small that relates to the kind of programming your interested in. Doesn't have to be a full-blown game, it could be something simple like a tool or a plugin.
If your feelin frisky, volunteer on a project. You may not earn any money, but you claim to part of the ownership the title. Despite wether or not it sells, at least you can show it off.
As far your situation goes, its the sign of the times man. Game companies aren't stupid. Unemployment is pretty bad right now, and not just for us. They are looking for the older, more experienced people because they know that they are out there. If you've got less than seven years in and haven't really worked on anything big, its tuff. Hang in there man, you aren't the only one going through this.
Posted 11 December 2009 - 12:43 PM
STL, eh? I've always thought STL was "too slow" for games.
Its good to know I'm not alone in this.