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Posted 21 September 2012 - 11:22 PM
Posted 21 September 2012 - 11:52 PM
Edited by Hodgman, 21 September 2012 - 11:57 PM.
Posted 22 September 2012 - 12:33 AM
I want to evenutally learn both win32, and linux.
Should I learn something else before diving in? Would learning assembly first help?
should i just say fuq it and continue with win32?
any help appreciated
cpgf library -- free C++ open source library for reflection, serialization, script binding, callbacks, and meta data for OpenGL Box2D, SFML and Irrlicht.
v1.5.5 was released. Now supports tween and timeline for ease animation.
Posted 23 September 2012 - 09:36 PM
Posted 23 September 2012 - 10:18 PM
Edited by Servant of the Lord, 23 September 2012 - 10:18 PM.
Posted 24 September 2012 - 03:38 PM
Edited by ATC, 24 September 2012 - 03:49 PM.
Posted 24 September 2012 - 04:21 PM
Posted 25 September 2012 - 04:03 PM
Edited by Pointer2APointer, 25 September 2012 - 04:06 PM.
Posted 25 September 2012 - 05:30 PM
After that is the OP's out-of-context paragraph.
I am a big proponent of temporarily changing programming scope every once in a while to reset some assumptions and habits. ... This time, I decided I was going to work on a cell phone game.
I wrote a couple java programs several years ago, and I was left with a generally favorable impression of the language. I dug out my old “java in a nutshell” and started browsing around on the web for information on programming for cell phones. After working my way through the alphabet soup of J2ME, CLDC, and MIDP, I’ve found that writing for the platform is pretty easy.
Then it continues:
In fact, I think it would be an interesting environment for beginning programmers to learn on. I started programming on an Apple II a long time ago, when you could just do an “hgr” and start drawing to the screen, which was rewarding. For years, I’ve had misgivings about people learning programming on Win32 (unix / X would be even worse), where it takes a lot of arcane crap just to get to the point of drawing something on the screen and responding to input. I assume most beginners wind up with a lot of block copied code that they don’t really understand.
All the documentation and tools needed are free off the web, and there is an inherent neatness to being able to put the program on your phone and walk away from the computer. ...
I spent a while thinking about what would actually make a good game for the platform, which is a very different design space than PCs or consoles. The program and data sizes are tiny, under 200k for java jar files. A single texture is larger than that in our mainstream games. The data sizes to screen ratios are also far out of the range we are used to. A 128x128x16+ bit color screen can display some very nice graphics, but you could only store a half dozen uncompressed screens in your entire size budget. Contrast with PCs, which may be up to a few megabytes of display data, but the total game data may be five hundred times that.
Check out my book, Game Development with Unity, aimed at beginners who want to build fun games fast.
Also check out my personal website at bryanwagstaff.com, where I occasionally write about assorted stuff.