need programmer
Mystic Vikings
19-03-2005, 23:15
okay, Ive discovered that no one on nationstates knows Turing, which is the language I use to program (its just made for comp sci students), however I still need to know the basic theory behind creating a video game, even a short arcade game. Can anyone help me?
ProMonkians
19-03-2005, 23:18
Is Turing OO or procedural?
Rupertsville
19-03-2005, 23:32
Turing isn't a well-known programming language.
Ever heard of "States," "Ruby," "Lua" or "Lam"?
No?
Even Perl, Python, Lisp, Fortran?
No?
Then stfu, you stupid Windows user!
Turing isn't a well-known programming language.
Ever heard of "States," "Ruby," "Lua" or "Lam"?
No?
Even Perl, Python, Lisp, Fortran?
No?
Then stfu, you stupid Windows user!
Shush n00b :p
The Macabees
19-03-2005, 23:38
Turing isn't a well-known programming language.
Ever heard of "States," "Ruby," "Lua" or "Lam"?
No?
Even Perl, Python, Lisp, Fortran?
No?
Then stfu, you stupid Windows user!
I use Perl sparingly for internet programs concerning security. I trust PERL more than PHP, but then again, PHP is easier to use...
The most common language for creating computer games is C++, or other similar OO languages.
If you look around enough, you'll be able to get your hands on the sourcecode for some older computer games.
If only Python would compile to machine code... I would use Python code, with C++ added for speed. Java's pretty useful, though still icky in my books. I love C... nothing is as fast. And Perl is pretty much THE language for scripting. Basic is a perfect language for newbies, and its a pity that Pascal is no longer used...
These are the 7 languages I can considered expert in... unless you also count Blue and Brainfsck :p And Javascript comes under Java...
I'm not quite Expert in PHP yet though... I'm still hesitant to use it for some reason...
The Mindset
20-03-2005, 00:16
Depends what you're wanting to do. Games are not just one thing, they're made of lots and lots of areas: pathfinding, AI, graphics rendering etc. Which would you like the theory of?
The Macabees
20-03-2005, 00:18
I'm not quite Expert in PHP yet though... I'm still hesitant to use it for some reason...
Meh, if you know C++ then I suggest you get into PHP...it's going to be a walk in the park for you.
Nianacio
20-03-2005, 00:21
Is this (http://www.gamedev.net/) site helpful?
Alien Born
20-03-2005, 00:28
If only Python would compile to machine code... I would use Python code, with C++ added for speed. Java's pretty useful, though still icky in my books. I love C... nothing is as fast. And Perl is pretty much THE language for scripting. Basic is a perfect language for newbies, and its a pity that Pascal is no longer used...
These are the 7 languages I can considered expert in... unless you also count Blue and Brainfsck :p And Javascript comes under Java...
I'm not quite Expert in PHP yet though... I'm still hesitant to use it for some reason...
I thought that Delphi was derived from Pascal. I could be wrong though, as I have not programmed anything much since the days of Fortran (66 as 76 had not been released) and Cobol.
Fortran was cool, if you didn't want to handle strings.
Urantia II
20-03-2005, 00:33
okay, Ive discovered that no one on nationstates knows Turing, which is the language I use to program (its just made for comp sci students), however I still need to know the basic theory behind creating a video game, even a short arcade game. Can anyone help me?
What do you mean "Basic Theory"?
I have been a Producer in the Video Game Industry for over 15 years...
Are you talking about the "engine" used by the Programmers to "make" the Game?
Or are you talking about the "Design" that the Designer comes up with that helps the Programmers in planning out how they will program in order to achieve the stated objectives within the Game?
Or are you looking for "something else" entirely?
Regards,
Gaar
Neo-Anarchists
20-03-2005, 01:08
I thought that Delphi was derived from Pascal.
It is, as far as I know.
I could be wrong though, as I have not programmed anything much since the days of Fortran (66 as 76 had not been released) and Cobol.
Fortran was cool, if you didn't want to handle strings.
I like the older computer languages.
*wishes she hadn't forgot the little bit of Cobol she knew*
OO programming hasn't been as earth-shaking for me as it seems to be for everybody else, as I haven't really had use for a great deal of OO features. I like programming languages based more on the beauty of the idea than on any particular utility, and I haven't yet messed with an implementation of OO that struck me in the right way.
Which explains why I've never written a useful program in my life, and have spent most of the time I spent programming puttering around with assembly.
However, of the newer languages, Eiffel looks rather enticing... If I get back into programming more, I might look into Eiffel. It might be the one.
EDIT:
Holy fucking shit! Eiffel isn't even one of the newer languages!
Goes to show how much I know.
*puts on the dunce cap and stands in the corner*
Mystic Vikings
20-03-2005, 17:59
Depends what you're wanting to do. Games are not just one thing, they're made of lots and lots of areas: pathfinding, AI, graphics rendering etc. Which would you like the theory of?
well, im just making a small 2D playing field, all the opponents of the main character use kind of a tracking device to gather towards him. I just need to essential theory of connecting the various procedures and graphics... and i need to know how to save progress as well
by the way, turing is OO
ProMonkians
20-03-2005, 19:39
well, im just making a small 2D playing field, all the opponents of the main character use kind of a tracking device to gather towards him. I just need to essential theory of connecting the various procedures and graphics... and i need to know how to save progress as well
by the way, turing is OO
The way I would do it (of the top of my head, also I'm not a games programmer). I would use the MVC architecture (Model-View-Controller) as a basis for how to 'connect-up' the various objects within the game. Essentially this means that you split your design into three areas; the most important being the model.
The model would contain everything the game needs to know about it's state - ie: player positions, enemy positions, score etc. This would not be a single 'Model' object.
The view would be responsible for periodically accessing the model and rendering the data (eg: draw the player at model.playerPositon). The view should only query the model, it should never change the models state.
The controller(s) would specifiy how the model is changed. You would need a controller for the player eg to accept input and move the player. But you would also specify controllers for each other object that can change the model - such as enemys whos controller would encapsulate their underlying AI.
Using this architecture everytime a controller makes a change to the model, the model should notify any views that it's state has changed, these views should then render to the screen as appropriate.
Hope this helps, it is rather brief but it could be a start.
Alien Born
20-03-2005, 19:42
However, of the newer languages, Eiffel looks rather enticing... If I get back into programming more, I might look into Eiffel. It might be the one.
EDIT:
Holy fucking shit! Eiffel isn't even one of the newer languages!
Goes to show how much I know.
*puts on the dunce cap and stands in the corner*
Dont worry, if it isn't Latin based then its newer :D
UpwardThrust
20-03-2005, 19:44
If only Python would compile to machine code... I would use Python code, with C++ added for speed. Java's pretty useful, though still icky in my books. I love C... nothing is as fast. And Perl is pretty much THE language for scripting. Basic is a perfect language for newbies, and its a pity that Pascal is no longer used...
These are the 7 languages I can considered expert in... unless you also count Blue and Brainfsck :p And Javascript comes under Java...
I'm not quite Expert in PHP yet though... I'm still hesitant to use it for some reason...
Sure there is assembler if you know what you are doing is more efficient (well can be) then c
But I digress ... I mostly use c and c++ (and java and vb for apps) but doing a lot of protocol rewriting and that’s mostly done in c (networking geek ... trying to improve TCP over wireless links by adjusting its congestion algorithms)
Mystic Vikings
22-03-2005, 03:38
The way I would do it (of the top of my head, also I'm not a games programmer). I would use the MVC architecture (Model-View-Controller) as a basis for how to 'connect-up' the various objects within the game. Essentially this means that you split your design into three areas; the most important being the model.
The model would contain everything the game needs to know about it's state - ie: player positions, enemy positions, score etc. This would not be a single 'Model' object.
The view would be responsible for periodically accessing the model and rendering the data (eg: draw the player at model.playerPositon). The view should only query the model, it should never change the models state.
The controller(s) would specifiy how the model is changed. You would need a controller for the player eg to accept input and move the player. But you would also specify controllers for each other object that can change the model - such as enemys whos controller would encapsulate their underlying AI.
Using this architecture everytime a controller makes a change to the model, the model should notify any views that it's state has changed, these views should then render to the screen as appropriate.
Hope this helps, it is rather brief but it could be a start.
many thanks :)