Advertisement

Is it e-nuff to start---->

Started by January 26, 2002 02:35 AM
14 comments, last by code_fx 22 years, 9 months ago
quote:
As a professional operating systems programmer currently working on the Linux operating system and also a game programmer in my own time I can tell you that the people who wrote the Linux kernel could indeed write a game.


You work on Linux? cool...as for the game issue, i have nothing more to say.

-----------------------------
The sad thing about artificial intelligence is that it lacks artifice and therefore intelligence.
SlimDX | Ventspace Blog | Twitter | Diverse teams make better games. I am currently hiring capable C++ engine developers in Baltimore, MD.
quote: Original post by matrix2113
using that logic, why type r0x0rz when you could type rocks? Its just internet slang, get used to it


I *really* hate this. When someone writes a message full of this crap on the forum, I just skip it since I don''t have a clue about what he is saying.


Advertisement
quote: Original post by Senses777
NEwayz, r0x0rz=pwn3d, jU guyz, its so much farther now, Y0U \/\/1LL B3 4551/\/\1L473|), R351574|\|( 15 FU71L3!

this is stupider than pig-latin and ebonics combined... what happened to the gene pool to make all these kids proud of their inability to use our language?

--- krez (krezisback@aol.com)
--- krez ([email="krez_AT_optonline_DOT_net"]krez_AT_optonline_DOT_net[/email])
I think OSes > games most of the time. Being familiar with OS programming helps with game dev.

For a big game project, you usually end up designing your own file system, resouce management system (caching, swapping, and the whole works), memory manager (because new/delete OS-stuff is too slow, say for BTTs in ROAM, or whatever), and your own internet protocols, make your own GUI, etc.

Also, depending on what target platform you are programming for (eg. consoles), you''ll have to write interrupt routines, directly interface with (video) hardware, and so forth. About 10 years ago, I''d have said that games > OSes, because back then you had to throw out the OS and take direct control of hardware yourself (and sometimes you still have to - eg. for consoles and graphics cards).

Plus there''s a whole amount of other stuff you need to know: AI, 3D-graphics, physics, mathematics. Security is a big thing for games also, but different than security for OSes.

The big thing about game programming, is that you can always hack it up, and its okay if it works properly most of the time. For OSes, it *must* be right. There''s no margin of error.
quote: Original post by Z01
For OSes, it *must* be right. There''s no margin of error.

ROFL......
Tell MS that..... haha....
BeSIt's Da BOMB Baby!!!. o O ~ A little nonsense now and then,is relished by the wisest men~ O o .-- Willy Wonka
When you ever think a game is just "a loop" or a few lines of code, or when you think a game would be easy to make, you are not even ready to make a tic-tac-toe game...Without direct X...
So far what I have learned thats in a game is:

-A lot of remembering syntax(C++ and directX)
-Algorithms all over the place.
-Tons of data structures(IE arrays, structs)
-Almost all your code can be done with simple if/while/for/do statements, but your code will be 100 times longer(literally)
-Its not all about you... Its about how your machine can run the code. If its written all messed up it runs slower.
-You must separate your files for organization reasons.(IE HEADERS)
visit http://geocities.com/programrealm

This topic is closed to new replies.

Advertisement