Starting a project
I just wanna see what you all do when you start a new project. Do you guys write stuff down like flowcharts and pseudo code and what-not? Ive been writing a little pseudo code before i actually code. Well i just started that really. Also how does the profesionals do it? If any one knows. In college my professor is making us make this chart called an IPO chart. Which if you dontk now is a chart with 3 collumns. The first is the I column which has what all the user will Input into the prog. The 2nd column is the Processing part. Which contains stuff like floawcharts or pseudo code or what ever. And the last column is the Output secton which, of course, tells you what is output.
Oh one last question to any one who may know. I find all of these tutorials on how to make BSP Trees but they are all for doom like engines. Which is fine and all but im sick of making doom engines. Is there some resource that will teach how to use the BSP Tree for a true 3d engine like quake? Thanks.
Thomas
=============================Where's the 'any' key?=============================
Well, I am a professional programmer; I''ve never written a flow-chart or pseudo code. I usually start by laying out the data structures. That always seems to make the rest of it flow quite well.
"It's obvious isn't it Miller? Curiosity killed these cats!"
"It's obvious isn't it Miller? Curiosity killed these cats!"
"It's obvious isn't it Miller? Curiosity killed these cats!"
that''s probably a very good way of starting, for i did almost the same thing. i set up all my "nouns" for my game, so that all the classes had its attributes defined. after that, you can go ahead and add the "verbs" (make the structures do something).
however before this, i think it''s a good idea to write down most of your design ideas on shitloads of paper, as well as a little bit of code. i''d do plenty of research on what type of engine is required for the project, and download samples and tutorials on those specific needs. from then on, you can put all those ideas together and make it happen.
a2k
however before this, i think it''s a good idea to write down most of your design ideas on shitloads of paper, as well as a little bit of code. i''d do plenty of research on what type of engine is required for the project, and download samples and tutorials on those specific needs. from then on, you can put all those ideas together and make it happen.
a2k
------------------General Equation, this is Private Function reporting for duty, sir!a2k
Well thats what i did for my particle engine. I made all the data structures (classes) and then every thing else was just adding the code to each member function and there is was.
Snyper
Snyper
=============================Where's the 'any' key?=============================
Hi
I am also a professional programmer
I do like this:
if its a database project: start with data structures
if its a game project:
1.Think well what kinda game it is, find out what i will need:
-grafix/libs/tools,
-what to initialize:DirectDraw/D3D/Dsound/Dplay,
-define effects i will use
-what AI for characteres/units/computer players
-summary check if pc can do it
2.Make the main loop with dummy functions
3.Figure out and code some unfinished function in main
or main includes
3.b. jump to step 1 or 2 if req.
3.Make it work just like it is now.
3.b test it myself
4. if not enough functions added to really make a change:
jump to step 3
5.give game to be tested by others:they will find bugs better
5.until ALL_is_OK jump to step2
6 Happy End
Bogdan
Edited by - bogdanontanu on October 1, 2000 9:06:36 PM
I am also a professional programmer
I do like this:
if its a database project: start with data structures
if its a game project:
1.Think well what kinda game it is, find out what i will need:
-grafix/libs/tools,
-what to initialize:DirectDraw/D3D/Dsound/Dplay,
-define effects i will use
-what AI for characteres/units/computer players
-summary check if pc can do it
2.Make the main loop with dummy functions
3.Figure out and code some unfinished function in main
or main includes
3.b. jump to step 1 or 2 if req.
3.Make it work just like it is now.
3.b test it myself
4. if not enough functions added to really make a change:
jump to step 3
5.give game to be tested by others:they will find bugs better
5.until ALL_is_OK jump to step2
6 Happy End
Bogdan
Edited by - bogdanontanu on October 1, 2000 9:06:36 PM
obysoft
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