Thread: WHEN to start game programming

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  1. #1
    Deprecated Dae's Avatar
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    Quote Originally Posted by Blackroot
    But after you have the basics you can jump into game programming, but dont try 3d till you have 2d down :P (yes its enticing).
    Disagree, they are completely apart from another and either one could be learned first. Its more just don't jump into something like Direct3D/OpenGL that you can't handle (where some people can) before working with something more basic, which is more commonly a 2d library (SDL, allegro, etc). So it all boils down to not jumping in 3d until you're ready, whether or not you've learned 2d.
    Warning: Have doubt in anything I post.

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  2. #2
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    If someone doesnt know what an int is I doubt they'd be able to learn any graphic library actualy. By basics I mean basics, like pointers and data structures. But I supose some people can do 3d more quickly, but its much more confusing and usualy harder to get into. I guess its a matter of opinion :P.
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  3. #3
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    Quote Originally Posted by Blackroot
    If someone doesnt know what an int is I doubt they'd be able to learn any graphic library actualy. By basics I mean basics, like pointers and data structures. But I supose some people can do 3d more quickly, but its much more confusing and usualy harder to get into. I guess its a matter of opinion :P.
    I said, "don't jump into something you can't handle", aka. you know a hell of a lot more than whats structs are. I agree that you would need to know the basics very well first. 3d libraries tend to be harder, agreed, and thats why 2d libraries are usually recommended first. However, 2d is not a prereq to 3d, which is what you said, and IMO if you're very ready you could learn either one first.

    e.g. I've programmed basic stuff (html, php, win32 and some perl) and learned intermediate c++, and feel comfortable going to 3d (OpenGL) without learning 2d (SDL) first.
    Warning: Have doubt in anything I post.

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  4. #4

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    Ok first of all I know you guys have been getting a bunch of "where do i startz to program my game?" threads this week so if this gets too close to that, forgive me. I am going to STFW for when I do start. The question is when I should start game programming.
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    I understand your conundrum. I started out similarly as you: C++ as a nice hobby, reading tutorials, doing stupid console stuff first. I had lots of fun during this time period! I don't know how long I spent just working on console stuff.

    I started OpenGL by using the first tutorial on NeHe.gamedev.net...I figured out what the code was doing (more-or-less, there's a lot you won't figure out until you get more into OpenGL). I would modify other people's code to make very simple things: boxes that would rotate and such.


    There really isn't any set way of jumping into game programming, and it can be very involved (you'll find yourself working more on just getting 'basic' stuff working than actual game content creation).


    best use I have found for it so far is to code a small app to help him build a feather shooting cannon (don't ask)
    That sounds interesting actually.


    Now after reading all that information, I want to hear your opinions. Should I start reading up on the OpenGL and code some basic games, or should I finish my reading first?
    What would work best for you? Ultimately, you can't trade anything for experience. You can read a lot, but you can't really be considered an expert on something (in this context) unless you've grappled with implementing it.

    What worked for me was balancing reading and implementing stuff...with a large bias placed on spending time programming (more time programming than reading).
    I'm not immature, I'm refined in the opposite direction.

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