Thread: Some doubts and questions [C++ to C#/XNA and Game Programming]

  1. #1
    Registered User slash.hack's Avatar
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    Some doubts and questions [C++ to C#/XNA and Game Programming]

    First of all, I have to say I missed this place.
    I've been away because of studies, personal matters and whatnot.
    I have studied C and C++ and I know that I'm not so bad with them.
    Considering that, during the time, I attempted game programming with XNA having never tried C# before. The sample codes were somewhat understandable but it was very difficult getting to the core logic of the code because I'm not used to practices in C#, its a bit different from C++. I also tried watching some tutorials, they didn't explain much and only demonstrated what was being done. I didn't like this approach of learning because it felt more rote. All this was discouraging, I wanna get over the feeling.
    So I'd like to ask if its common to feel uncomfortable this way while trying out new languages? How should I approach game programming?
    Maybe should I try DirectX?

    Please share your experiences and suggestions.
    Thank you.

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    C++まいる!Cをこわせ!
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    Well, if you aren't good with C and C++, then stay away from DirectX. And btw, you really should use some framework or game engine rather than work with DX directly.
    Quote Originally Posted by Adak View Post
    io.h certainly IS included in some modern compilers. It is no longer part of the standard for C, but it is nevertheless, included in the very latest Pelles C versions.
    Quote Originally Posted by Salem View Post
    You mean it's included as a crutch to help ancient programmers limp along without them having to relearn too much.

    Outside of your DOS world, your header file is meaningless.

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    Registered User slash.hack's Avatar
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    I didn't mention that I'm bad with C or C++ but the transition to XNA wasn't smooth.
    Frameworks and game engine? Please elaborate.

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    Cat without Hat CornedBee's Avatar
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    DirectX is a very low-level API. Trying to get anything interesting done with it means writing lots of boilerplate code.
    A game engine takes over many tasks, like model loading, resource management, input handling, etc.
    All the buzzt!
    CornedBee

    "There is not now, nor has there ever been, nor will there ever be, any programming language in which it is the least bit difficult to write bad code."
    - Flon's Law

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    Registered User slash.hack's Avatar
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    So how where should I get to?
    At least some names for other game engines, framework or language would be helpful.

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    C++まいる!Cをこわせ!
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    Quote Originally Posted by slash.hack View Post
    I didn't mention that I'm bad with C or C++ but the transition to XNA wasn't smooth.
    Shoot! I misread your post! Sorry about that...
    I'm not very good at knowledge of engines and stuff... but when one says engine, one means things like the Unreal Engine and so on, not that you are likely to use exactly that...
    Quote Originally Posted by Adak View Post
    io.h certainly IS included in some modern compilers. It is no longer part of the standard for C, but it is nevertheless, included in the very latest Pelles C versions.
    Quote Originally Posted by Salem View Post
    You mean it's included as a crutch to help ancient programmers limp along without them having to relearn too much.

    Outside of your DOS world, your header file is meaningless.

  7. #7
    Registered User VirtualAce's Avatar
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    There are a million frameworks and engines out there.

    Game Engines - GPWiki

    I recommend Torque since it is cost effective and has a nice tool suite. Since you are provided the source code as well as support it should not be too hard to integrate technologies like Scaleform, SpeedTree, RealTree, Granny, Miles Sound, etc. into it. As well RAD game tools has a very nice suite of tools for game development (Granny and Miles are part of RAD game tools).

    For model format I recommend using the new Maya format. They provide a DLL that you can use to read the data from the file and then you can turn it into your own format. No more writing importers / exporters or relying on poorly documented and poorly supported open source systems.

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