how difficult?

pixartist

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im currently diggin into c++ and c#..(also some winAPI)
i've used plenty of easy languages before (like flash actionscript, php and delphi...) How difficult is it to code for games like cs? will i use a built in script language or c++? (i have ms visual c++ 6.0, so that shouln't be a problem...)do i need good knowledge bout 3d vector programming and maths?
thx
 
The difficulty in coding will be relative to the amount of effort you put into learning the engine and C++. The more you learn, the easier it will get. If you find actionScript or PHP difficult, C++ will probably seem daunting. If you find those languages easy, C++ will probably seem challenging, but do-able.

You'll use C++ but it will be combined with game engine functions. So you will be using those functions to retrieve and manipulate game data. It's sort of like combining the crazy amount of built-in functions of PHP with the raw power of a C language. And yes, when programming for a 3D game, it will help to have an understanding of vector and other 3D math concepts if you want to do anything really cool.
 
Cyanide said:
The difficulty in coding will be relative to the amount of effort you put into learning the engine and C++. The more you learn, the easier it will get. If you find actionScript or PHP difficult, C++ will probably seem daunting. If you find those languages easy, C++ will probably seem challenging, but do-able.

You'll use C++ but it will be combined with game engine functions. So you will be using those functions to retrieve and manipulate game data. It's sort of like combining the crazy amount of built-in functions of PHP with the raw power of a C language. And yes, when programming for a 3D game, it will help to have an understanding of vector and other 3D math concepts if you want to do anything really cool.

so i will be abled to access many engine functions? thats cool...the maths thing is not that cool -.- but well...ill have to lern anyways. thank you and im lookin forward to learn it and use it :)

PS:
could gimme a code example how vectors programming is used in gaming languages? i neved coded 3d things before..just 2d vectors in flash
 
Once you think you know C++ it might be good to take a look at nehe.gamedev.net There are lots of tutorials on all kinds of OpenGL features.

I would also advice you to learn something about OOP.
 
it's in my favourites
i know OOP...(i'm not pro...but i know how it works...(classes, objects, instances, templates...)
 
The second the words "matrix" and "transform" come into play I run for the hills.

If your good at maths then game programming certainly isn't beyond your reach. If you can work out the cosine of the angle between two vectors without using cosine then your on the right track. What i said probably doesn't make any sense.

Of course there are areas of game programming that don't require as much maths or very little for that matter, but they rely very heavily on the bits that do.

Anyway I really should stop posting in every single whats programming like/what should I do thread.
 
Run MrChimp... the invertible linear transformations are coming... and they have a taste for blood.
 
The math background required for modding (you mentioned programming for CS, so I assumed you meant modding for it) isn't anything almost everyone doesn't already have. You just need to know your basics really. If you are going to be doing some grunt work for an engine, even a really primitive 3d engine, then you had better have a very, very strong grasp on the basics, or you'll never be able to get it off the ground. I would suggest picking up the book "3D Math Primer for graphics and game development" by Ian Parberry. I have it, and found it to be a very good , very clear introduction to the concepts you'll have to know.

In regards to the difficulty level of coding something such as CS: CS was a Half-Life mod. In a mod, all of the base work has been done, you only have to go ahead and make changes and additions to whats already there. It will be tough if you don't have a grasp on whatever language you're working with, and depending on the scope of your mod, even a good foundation in the language may not save you some hardships along the way. It's fun though, game development in mini.

For creating a game like CS from scratch, you will have to devote hours upon hours of work to the task of building an engine from the ground up, which is difficult work for anyone. Don't expect to learn a language, and hop right into something like this; it won't happen. Take your time, and pace yourself. The worst thing you could do this early on is overshoot your own means. A lot of people come into programming with the idea that they alone will create the next quake engine, or today, something on par or superior to Source and Doom III. Those people will fall apart when they realize what a mammoth task building an engine is, and most likely give up programming altogether. Start small, your early work will be clones of Space Invaders and Tetris. Realize that now, and you won't have any trouble in the future. Just don't get in over your head :)
 
qckbeam said:
The math background required for modding (you mentioned programming for CS, so I assumed you meant modding for it) isn't anything almost everyone doesn't already have. You just need to know your basics really. If you are going to be doing some grunt work for an engine, even a really primitive 3d engine, then you had better have a very, very strong grasp on the basics, or you'll never be able to get it off the ground. I would suggest picking up the book "3D Math Primer for graphics and game development" by Ian Parberry. I have it, and found it to be a very good , very clear introduction to the concepts you'll have to know.

In regards to the difficulty level of coding something such as CS: CS was a Half-Life mod. In a mod, all of the base work has been done, you only have to go ahead and make changes and additions to whats already there. It will be tough if you don't have a grasp on whatever language you're working with, and depending on the scope of your mod, even a good foundation in the language may not save you some hardships along the way. It's fun though, game development in mini.

For creating a game like CS from scratch, you will have to devote hours upon hours of work to the task of building an engine from the ground up, which is difficult work for anyone. Don't expect to learn a language, and hop right into something like this; it won't happen. Take your time, and pace yourself. The worst thing you could do this early on is overshoot your own means. A lot of people come into programming with the idea that they alone will create the next quake engine, or today, something on par or superior to Source and Doom III. Those people will fall apart when they realize what a mammoth task building an engine is, and most likely give up programming altogether. Start small, your early work will be clones of Space Invaders and Tetris. Realize that now, and you won't have any trouble in the future. Just don't get in over your head :)
Quoted for effect, listen to qck he KNOWS what he's talking about.
 
Akrin said:
Run MrChimp... the invertible linear transformations are coming... and they have a taste for blood.

Did you know that invertible also means homosexual? :upstare:

One day I will understand linear transformations and vector space... maybe in my next life or something.
 
qckbeam said:
Start small, your early work will be clones of Space Invaders and Tetris.
See, I was thinking of doing such things in my spare time. But I don't want to do it by reading a tutorial, so I can build my own ideas on how I should do the tech work. But then, how would I know if I'm doing the right (optimal) thing ? :)
 
nietzsche said:
Whether there is a predefined path for you that involves developing Space Invader clones is arguable, as there are many ways to get into the field of game development...

Yes, that's true. I'm sorry if I presented the Space Invader clone example as a fact; I only meant it as an example, and only because it is what I personally did when first starting out. Sorry for any confusion though, I didn't mean that you MUST complete a Space Invaders/Tetris clone, only that you should start small, and what better way than small games. Nietzsche is right, there are many ways to get into the field of game development; Space Invaders was just my suggestion :)
 
Thanks for the info, both of you!

I'm really gonna try these things, though I'll doubt I'll ever get into the business ;)
Twould be nice though would I actually get such a clone up & running.
 
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