So Sup Forums, I was looking for tutorials to learn programming for video games and they recommend shit like C# and C++ with unity
How do you actually become a good programmer without unreal or unity shit? how do you fix gaming code?
So Sup Forums...
learning c++ takes years, given it's 3 languages in one ("core" c++, template programming and macros). You shouldn't use these "programming for video games" books, they're useless. Stick to the official ones- Programming: Principles and Practice Using C++ and C++ Templates: The Complete Guide are hopefully the only books you'll need on the language.
but I want to avoid C++ :(
if only Sup Forums had a board dedicated to, among other things, coding.
Then don't get into programming retard
Is it some sort of practical joke to tell new programmers to study C++? What happened to Scheme and SICP? Or Smalltalk or something not labyrinth and confusing
SICP
HtdP
Composing Programs
Pick one
That is like saying you want to be a singer, but don't want to sing.
In all honesty you won't be able to avoid C++, or at least it's going to be more difficult if you do. It's well established as the "language for video games" now.
Just whatever you decide don't listen to these mouth breathing trolls telling you to study LISP or whatever shitty "functional" language they decide is the gentoo of the month
>It's well established as the "language for video games" now.
Only on consoles.
Why C++ and not C#?
dumb fucking weebposter
nothing wrong with C#... just keep in mind that almost all games made with it are in glorious 2D """"retro""""" graphics. Unreal documentation sucks, meaning you regularly need to look up the source code- which is in C++. Not sure about Unity.
In all engines.. that's why they suck
That's why the engines need bruteforced video cards to do the same job Crysis did in 2007
I bet Falcom and other good japanese devs still use engines made in C
If you really want to learn programming, but for some reason want to avoid c++ I' suggest learning either Java or python. Python is really easy to learn, but quality of the games you will be able to do will be quite limited (see renPy and what kind of stuff is made with it). Java on the otherhand is a bit more difficult to learn, but it would make a transition to c++ easier if you ever choose to learn it. Games you can make with java are better than games you can make with python, but again they're nothing spectacular. If the only thing you want to do is make some stupid small scale games either one is fine, but if you want to go deeper I suggest that you really learn c++. Like it was previously mentioned, don't use video game programming guides, just the basics ones. Learn the basics until and once you're confident enough move onto learning how to do gui, that should be enough to make basic games. I'd estimate that learning the basics would take from 2-6 months depending if you have any prior knowledge and on the time you spend, gui would be a few more months on top of that.
>Games you can make with java are better than games you can make with python, but again they're nothing spectacular.
Yes because the quality of game is determined by the programming language used
Shut up and post lewd wembs from New Game.
Probably should have used an other word instead of better. What I meant was that you can do more complicated stuff with java with less work, but because of the nature of java it still wont hold a candle to c++ in terms of performance and such
Performance is overemphasized in game development. It's probably pushed by C++tards who want to justify their shit language
o-okay
I think performance only comes into play once you make something bigger. With small games you can't really tell a difference if there is a lag of 0.01 or 0.015 seconds. But once the difference is closer to 0.5 seconds it really starts bugging me
>asking Sup Forums
failed before even getting started
Yeah, but OP(and most programmers) are working on small projects so C++'s strengths don't apply to them.
This is sexualization for low iq neckbeards
Tell me 1 good game made with unreal that is not guilty gear or anime-like
always wanted to get into programming but these nagging things keep deterring me away
1. Libraries - I hear that I shouldn't be using stdlib but how in the fuck do anything without it since every tutorial requires it with the cout and cin.
2. projects - Do I have to create separate projects and link them together? How do I do that? example would be creating an directx project + .dll
3. graphics - i don't know where to start making them. 3d or 2d. opengl or directx
By learning C# and C++, there is a reason developers use it.
I LOVE NENE!!!
What on earth is this from? I don't remember an episode showing any of this, let alone the straight up hentai parts
Rocket League
Fan made by a super dedicated autist.
It's from the low budget VN. It's nicknamed New Gay for a reason.
I don't fucking believe you.
Source
You can do C# without a framework if you feel like it.
It compiles natively in Windows.
It's a pretty good primer for learning C++, which has you do a lot more legwork yourself.
Dont learn c# its a meme language
>he doesn't know
You can totally do nice running 3D stuff in C#.
But it will be very, VERY, Windows native.
Because C# is a language Microsoft has been building as part of the .NET framework.
I hope you don't say he should start with C++
That's like saying to someone who can't read that they should start with Dostojevskij.
>It's a pretty good primer for learning C++
I'm at that stage. I don't understand how to work with all the different declarations, pointers, and ways of making an array and multidimensional arrays, what the intents are when using it. I ended up just using vectors from std. Is this much slower or can I carry on with those? With vectors it makes sense to me I can just add & to the function declaration's parameters to pass a vector object as a reference, so I can read and write to it in another function without creating unnecessary additional copies especially if I'm going to be looping through it or passing it to even more functions. And when I do need a copy I can pass it by value with no other syntax needed. Basically, so far I don't see a big need for pointers and that is what is throwing me off when it comes to calling other functions and multidimensional arrays.
but they arent g-gay
everyone just uses vectors anyway- either vectors, queues or arrays. Just as long as you resize in an appropriate manner and it'll be almost as fast as c arrays for whatever is your intent
Not in the anime but they are now in the VN
1. Don't worry about which libraries you should and shouldn't use. The main reason people tell you to not use certain libraries are reasons like it is not the most efficent one or it's not worth importing the entire library for x. Same thing with languages. If you're learning, say python, and want to make games people online will tell you to switch to something else. When it comes down to it, if you're making a game that only you and a couple of your friends will play it doesn't matter what language or libraries you use.
2. Worry about that once you get there, it's not hard
3. Again, learn the basics first. Graphics are nothing more than mashing textures on top of a layout. If you don't know the basics it will be hard, but when you do it will make a lot more sense
Do it as you feel like, but you might get rather inefficient code.
Getting into arrays is definitely handy for a bunch of things, like say you were doing a grid-based game, each tile could have an address in a 2-dimensional array, and you could easily look up adjacent tiles.
But it's handy for just about a million other things as well.
Okay, great. I'll just carry on until I encounter something I need a C array specifically for or need more performance. Everything is fine right now and I am making progress steadily.
So far everything just werks and I love it.
>each tile could have an address in a 2-dimensional array, and you could easily look up adjacent tiles.
I can't do that with a std::vector or std::array? I thought I read that you could read the underlying pointers if needed so if I wanted to address related stuff I could try that.
>But it's handy for just about a million other things as well.
Can you list some? I want to keep it in mind.
>I can't do that with a std::vector or std::array
I wouldn't know, I don't use those in place of arrays myself.
>Can you list some?
Well, anything you're really want a look-up table for in regular life.
Like say in Majora's mask you can talk to a bunch of characters, and they say different shit.
In a two dimensional array, you could store strings for each character, depending on which mask you were wearing.
In a three dimensional array, you could store strings for which character, which mask, AND which time during the three day cycle you were to talk to them.
In a four dimensional array, you could add other useful stuff like important world events that might also influence replies.
This is all hypothetical though, I'm pretty sure this isn't the handiest way of solving this exact issue.
Escape from tarkov
>I wouldn't know, I don't use those in place of arrays myself.
No problem I just thought it seemed like you may have known specifics between them.
>Well, anything you're really want a look-up table for in regular life.
I don't think dimensionality, if thats a word, is an issue, unless I'm not understanding this. I'm using some 2D vectors to represent matrices right now and my programs are working as I'd expect. The 2D vector is just a vector object containing more vectors as elements, but it's working with the syntax I would expect and includes some great things I felt missing like size() which would be the .Length property in C#. C array doesn't have that even though it doesn't change at runtime. I can also add more elements to vectors and resize them, although I'm not doing that right now. I haven't tried std:arrays yet, probably makes more sense for me to use them now, I just started with vectors since I needed to add items to it at runtime, and I was having difficulty passing C arrays earlier.
2d matrices
ITT: Brainlets who don't know wtf is going on.
C# runs on all platforms in Unity. It uses the Mono virtual machine, not the CLR, so it runs anywhere.
C++ is not required to do game programming. At all. Engine programming , yes, but if you're making a game, try to not reinvent the wheel and make a game engine.
Get ready to realize you write shitty code early on. Until you become an experienced programmer you'll end up rewriting a lot of what you make over and over. This rewriting is GREATLY reduced by having a comprehensive planning phase.
OP will probably never see this but hopefully they do. I've been programming for almost 20 years now, 10 of them professionally.
buh how u make gaem if you dont maek a gaem injin first?
What do you mainly program in?
Brainfuck
You fucking brainlets, I've been a scratch programmer for 10 years now, I've been highly succesful in my industry. I bet you brainlet fucks don't even know what the scratch programming laungauge is.