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Author Topic: What language?  (Read 12719 times)

Offline Destructavator

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Re: What language?
« Reply #15 on: August 05, 2010, 01:44:22 am »
ok. change that to
The examples in your C++ books...

...Or favorite website.  Although I would personally suggest getting at least one good book in addition to all the Internet stuff out there.

Offline Thrashard96

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Re: What language?
« Reply #16 on: August 05, 2010, 11:41:52 am »
The .c files are easy to edit, but hard to understand what you're editing if you don't know what are you doing......

Offline Legendman3

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Re: What language?
« Reply #17 on: August 05, 2010, 09:36:31 pm »
are there comments?

Offline Thrashard96

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Re: What language?
« Reply #18 on: August 05, 2010, 09:45:38 pm »
Negative, no comments from me.

Offline Destructavator

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Re: What language?
« Reply #19 on: August 05, 2010, 09:59:14 pm »
are there comments?

Do you mean code comments, in the UFO:AI source code?

When you feel ready to tackle this project's code, you might also find this handy:

http://ufoai.killfile.pl/doxygen/

Offline Thrashard96

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Re: What language?
« Reply #20 on: August 05, 2010, 10:13:38 pm »
I meant in "if you know what you're doing" that if you change something, then it will be bad depending on editing/adding something in the code - compiling fails and you have to wait a lot for retry compiling (i hate that it is happening with maps :().

Offline Legendman3

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Re: What language?
« Reply #21 on: August 06, 2010, 02:56:03 am »
Do you mean code comments, in the UFO:AI source code?

Yes. And I know what Im doing. Just because Im 10 years younger then most of you guess dosent mean Im not careful.
(makes a major error and breaks the whole svn).

Offline Legendman3

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Re: What language?
« Reply #22 on: August 06, 2010, 02:58:26 am »

Offline Destructavator

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Re: What language?
« Reply #23 on: August 06, 2010, 03:19:22 am »
O_______________O

Im not ready >.<.

Yeah, UFO:AI code is quite advanced, very developed, and isn't the best thing to jump into after doing a "Hello World" type of thing.

I would start by making a simple, "dumb" little game, something that doesn't even have to be original or spectacular (for example, a space invaders clone) with one of the many 3D or Game Engines out there, then work your way up to more advanced stuff.

Some 3D graphics engine libraries are easy to use, others are rather difficult and more advanced.

I started with Irrlicht (C++, includes collision and gui stuff too) because it is EASY to use, just a few simple lines of code to display a simple scene on the screen with no hassle.  More advanced ones are Ogre, which require a lot of setup and other B.S. just to display a simple room with one object and one camera in it.  Even more complicated is Crystal Space, another one of the big ones.

There's plenty of other engines out there though, some easy, some hard to use.

Offline Duke

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Re: What language?
« Reply #24 on: August 07, 2010, 12:28:44 am »
Destructavator, I have to partially disagree.
Writing even the dumbest game is something like step 4 or 5 in your career because you have to cover *all* aspects of a game, ie. kb/mouse input, graphics, game logic, savegames, config file,...
It may be your only choice if you're all alone, though.

But this is a community :) If we have 2 or 3 newbies each covering 1-2 of those aspects and maybe one experienced dev writing the overall frame, it would be much easier.
And that's what the 'Newbie Coding' forum is for ;)

Offline Destructavator

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Re: What language?
« Reply #25 on: August 07, 2010, 02:38:28 am »
Destructavator, I have to partially disagree.
Writing even the dumbest game is something like step 4 or 5 in your career because you have to cover *all* aspects of a game, ie. kb/mouse input, graphics, game logic, savegames, config file,...
It may be your only choice if you're all alone, though.

But this is a community :) If we have 2 or 3 newbies each covering 1-2 of those aspects and maybe one experienced dev writing the overall frame, it would be much easier.
And that's what the 'Newbie Coding' forum is for ;)

Well, many "dumb and little" games don't even have much of that stuff, such as a savegames, any scripting system, or in some cases even a config file - a simple text menu on startup works in many of those cases, I was talking about simple programs that don't need the bells and whistles that more complex, larger games would need.

-But that's not the real point, my point was to start small before tackling something big and complex like UFO:AI.

You're right about the "community" thing though, it's nice that we have that here and it's a good idea.