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Game Programming 101 with C++

Started by March 04, 2019 07:47 PM
12 comments, last by 8Observer8 5 years, 9 months ago

Beyond the language you choose, you really need to look into things like Game Programming Patterns, most importantly fundamentals like the game loop, input, and rendering. You can buy this book in hard copy form, e.g. on amazon, or you can read it completely free on their website.

Whether or not you stick with C++ or use an engine, or a framework, knowing these basic concepts is important as once you know how it works under the hood, and knowing that every single game follows some of these patterns right through from pong to the latest greatest AAA game, you can implement a lot of stuff without even thinking.

These resources weren't around when I started (or even communities such as this one!) so i had to brute force these solutions myself. You're in a better position, and I know this advice will help!

Good luck!

8 hours ago, BG109 said:

I consider "compliance" in vc++ still to be taken in quotationmarks, due to multiple bugs and issues handling for example preprocessor

VC++ supports every new C++17 feature.

Quote

One example would be emplace_back which had issues due to support of variadic templates

This was fixed a long time ago. Yes, it was an issue with VS2013, but it's not there any more.

I remember using Visual Studio 6, when you had to introduce "interesting" hacks like this:


#define for if (false) {} else for

in order to get it to scope variables defined in for statements properly, but those days are gone. There are still bugs in VC++ which can trip you up, of course, but C++ support in recent versions of VC++ is very good for currently accepted versions of the standard.

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3 hours ago, Brain said:

Beyond the language you choose, you really need to look into things like Game Programming Patterns, most importantly fundamentals like the game loop, input, and rendering. You can buy this book in hard copy form, e.g. on amazon, or you can read it completely free on their website.

This book can be useful for Unity programmers too. A few of these patterns was rewritten in Unity: Game programming patterns in Unity with C#

I think these patterns can be useful for UE4 programmers for example.

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