as the topic says…
Ive been “studying” c++ in a few months now, and im not quite sure what
to learn to actiully make a game, so my motivation is quite low, i mean,
i realy realy want to break into the gameindustry, but im sitting with
quite a few books including “c++ programming language - third edition”
by bjarne stroustrup, whom is 1k pages long, and i really dont know much
of the language i actiully need in games. As anyone else ive gotten “the
million dollar idea”, for a few games, a 2d platform game(mario clone),
a sidescrolling 2d game in 3d invitoment, and a fully 3d game, but i
keep running against the wall becouse i dont know were to go, So if
anyone can answer this, and point me in a direction to focus more on
games( the mario clone).
ive bought these on amazon (not gotten here yet..):
Beginning C++ Game Programming (Game Development Series)
Ivor Horton’s Beginning Visual C++ 2005 (Programmer to Programmer)
C++ Primer Plus (5th Edition) (Primer Plus (Sams))
Programming Pearls (2nd Edition)
Beginning Game Programming (Sams Teach Yourself)
Practical C++ Programming, Second Edition
and im thinking of buying these:
Programming Role Playing Games with DirectX w/CD (The Premier Press Game
Break Into The Game Industry: How to Get A Job Making Video Games
Focus On 2D in Direct3D (Premier Press Game Development Series)
Introduction to 3D Game Programming with Direct X 9.0c: A Shader
Approach (Wordware Game and Graphics Library)
3D Game Programming for Teens (For Teens)
Game Coding Complete
Building a 3d Game Engine in C++
More OpenGL Game Programming
Beginning OpenGL Game Programming (Game Development Series)
Game Programming All in One, Second Edition
Story and Simulations for Serious Games: Tales from the Trenches
Windows Game Programming for Dummies, Second Edition
Focus On SDL (The Premier Press Game Development Series)
any suggestions of books i should ad/remove or doing something third?
Thanks in advice :D
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Do you plan on programming sometime within your lifetime? You’ve got
quite a few books… err I should say quite the library. Don’t waste to
much time reading. You don’t get better at something by reading theory.
You need to practice, and that’s where experience comes from. Pick a
single book from that pile and follow it. You can learn C/C++ while
learning 3D. The two compliment each other, so use one to improve the
other. Don’t jump into high tech development either. You don’t need to
learn shaders yet, so focus only on the basics: Algebra, C++, and game
flow. Things will pick up from there as you move along. Solving problems
will come intuitively. Take advantage of the Internet too. Reading
someone’s 5 page tutorial, complete with diagrams, will probably be
better for you then reading paragraphs of theory.
Most important, have fun while doing it. Anyone can start a project, but
only a true game developer will finish what he or she has started.
I’ve gotten Focus on SDL. It may have been worth the $8 I paid for it
but, having been on the the SDL
newsgroup and GameDev.net
(down at the moment), and LazyFoo’s
Tutorials are very informative, so it’s
probably not worth your while.
Do you want the game to compile only under Windows or be multi-platform
capable? If you want it to recompile on Macintoshes and Linux boxes then
forget DirectX. You’ll want to learn a cross-platform API such as SDL
and/or OpenGL instead. Also, SDL is easier for 2d graphics than DirectX
Nonetheless, you have to start somewhere. If you want to see how
somebody else has done a Mario clone using SDL, look into some existing
projects on SourceForge.net . They are all open-source so you can see
how they did it before you start yours.
is a good place to start looking.
Thanks, those pages looks realy helpful!
it only need to work on windows. Would it be very difficult to port it
to a gba? (not my main focus, but someday when im done with it, id like
to make it protabel for my friends enjoyment)
Apparently SDL has been ported to Nintendo
DS but I don’t know
about the Nintendo Advance. I would guess that it might need more memory
to work with the SDL libraries than a hardware-banging cartridge would
take but if you write it with SDL it’s easy to port. The only potential
problem might be endian inconsistencies in the save-position stuff other
than the memory problem I mentioned earlier.
If you’re into the idea of doing a 2D side scrolling game, or even
beyond that for that matter check out -
resource from start to middle.