Primary Game Development Guide

xiaoxiao2021-03-06  72

Author: Dave Astle Translator: Room3rd@hotmail.com

1. The author introduction has begun in 1984, Dave Astle is doing game development work. During the day, he is a software engineer of ROI SYSTEM, INC, leading the Myopic Rhino Game Development Team at night. As long as there is time, he will help GameDev.net becoming the best game development resource website. Of course, he also needs an occasional rest. 2. Translator's order 3. Many people who have just contacted or have no programming experience will often ask: I should start the game programming. Even until now, I just help answers the basic questions I know. However, this similar problem is too much recently, and there are many difficulties to accept, so I decided to write all the suggestions and share it with everyone. This article tries to help those who want to realize their own games, but there is no programming experience. In fact, here I will assume that you don't understand our programming, I mainly describe the programming and design of game development, and will not cover design art. I am also not enough to launch a long trip to this industry (after all, you can find a lot of resources), but I will point out some things you need to pay attention to when making your own game. Finally, the way to show here is not the only thing - not necessarily the best - just pointed out how to make a game's learning approach, but for me, it is already good enough.

Choose a language

First, you should choose a programming language, there may be a lot of choices: Basic, Pascal, C, C , Java, etc., and there will be many arguments: For a newcomer, it should be (best)? What about language? For a discussion of several popular languages, you can see John Hattan's wonderful article "What Language Do I Use (http://www.gamedev.net/reference/design/features/whatlang). I will recommend using C / C , and some people may say "It's too deep to say". "I started from C , so there should be no problem for everyone. In addition, C / C is widely used, so you can find a lot of resources and help. Let's learn C or C is not the key. After all, just learn one, another door will touch bypass. However, if you decide to learn C first, you should first understand and master the process-oriented development before learning the object-oriented object. (That is, before learning the class, you can do it well without selling it. Such as Basic or Pascal, no, but I still have to tell you, as long as I stick to it, find the resources you need, gradually, C / C development will get more and more heart. Then you should ask "How do I learn C / C ?", I am very happy that you will ask. The best way is to last a training class (class), some teachers or assist teachers answered your question, which can make you rapidly, and the homework will also confirm whether you really have the knowledge you have learned. (Translator Note: Oh, it is difficult to meet such a good teacher in China) If the training course is unrealistic to you, the best way is to find some good books. Don't focus on books such as "proficient", otherwise, in the end you may buy a big buck. My suggestion is to the nearest book market, which takes some time to browse those books about C / C introduction (entry) until you determine that you can read and learn something from that book. Then, you need some advanced programming books, or when you have aware of this language, you will know what you need. I have given some suggestions in our "books section", address: http://www.gamedev.net/columns/books/. Here, I still want to spend some tongue to remind numerous programming novices, especially those young people: there is no money to buy a book or do other things. First, you can find many programming resources, including local library files, as well as Macmillan Computer publications, and thousands of programming books can be found via http://www.mcp.com/personal. However, after you really want to be an excellent programmer, sometimes your brain has to turn into a bend, use anything (legal; <) means you have to count the banknotes in the pocket and then pull out .

You can find a large number of C / C learning guidelines through Web, but I think these guides are best used as a replenishment of books, not as a separate resource. Select the appropriate compiler

The programs you write or the source code is stored as a text file. You can use NOTEPAD to write a C / C program, but you still need "some things" to transform the source code into an executable file. In C / C , this "some things" refer to the compiler. There are a lot of compilers, some or free, choose a suitable for you, free to try, and choose one you feel best. However, free of charge also means that the function is incomplete or supported. Fortunately, most commercial compilers also have introduction and academic version (Introductory or Academic Versions), so you will spend less money and get all functions, the only limit is: You can't release the program compiled with it. (After all, you will not release it for a certain time ...). Finally, the compiler you choose should depends on your cost and development of the operating system or platform. If you intend to develop under Windows, it is highly recommended to use Microsoft Visual C , which has a powerful development environment that makes it easier to develop, and there is no doubt that developing Windows applications without other more suitable compilers. (Translator Note: It should be for C , but it is also recommended to use VC using BC or other compiler, but I also recommend using VC, because the development information is really a lot, although I am not very :)) If you are a student That's great, you will get a copy with a good discount, if you program it under DOS, it is best to bet DJGPP (http://www.delorie.com/djgpp), it is free. (Translator Note: It is really very curious to ask "There is anyone developed under DOS?")

Target platform

Although you can eventually release it under a number of different platforms, you still need a key to learning. Once you learn a language, you may need to use a non-GUI operating system, such as DOS or UNIX, such as the overhead involved with, for example, Windows programming In, you can focus only on language learning, and don't worry about the interface part). Once you are ready to start the game programming, you should still determine your target platform. Let us take more (need to pay attention) important link: Windows: If you want to do very professional in the game industry, or more people can play your game, then choose Windows. What is important is that your users are using Windows - at least it seems to be like this. Windows has used a large-scale mainstream game using a development technology - DirectX, you may have heard. DirectX is a development library that allows you to access hardware layers directly, which means you can develop high-performance games. DOS: DOS used to be a mainstream game development platform, but those days have not returned. Although there are still some hobbyers who are still developing DOS games, there is no longer commercial game development, after all, Microsoft no longer gives more support. If you just start doing games, don't choose DOS, otherwise, don't attach it. Note: Since there are still some DOS game programming books, you need to pay attention to learning, you may have different things to do. Now there are more and more books developed by Windows games, and the debate in this area will be less and less. Linux: Linux As a UNIX variant, based on some reasons, it has recently become popular, these factors include stability, and the price is anti-Microsoft emotions. Although Linux's number of users is relatively small, because of its extremely keen on it, it can be used as another choice for the target platform. Macintosh: Mac has a lot of enthusiasts that cannot be ignored, and I have learned that every enthusiast is extremely eager to have more games in Macintosh. Although I didn't see the resources developed under Mac, I was sure that there is certainly a platform for choice. Consoles: The controller (which is the PS, N64, DC, etc.) The game market is huge, and the development controller is of course future, but there are many factors in non-commercial development makes great uncertainty. If you are developing a controller game, it may be hired by a commercial game studio. Back to good stuff)

Now I can start discussing the actual game development, simply, I will assume that you have chosen C / C language and develop under Windows, but what I said is equally applicable to other conditions. First of all, before developing the game, you should master C / C . You need to understand the pointer, array, structure, function, may have a class, it should be very proficient. If this is, then you are ready. This article is impossible to teach all things in game development, fortunately, there is no need to find a large number of related books and guidelines on the Web. GameDev.net should have what you need. Here is some of my suggestions: a book or more books. In Windows, start development games, "Windows Game Development Tips" (http://www.amazon.com/exec/obidos/asin/0672313618/gamedev) is very suitable for you. In addition, Books Section also finds some other books. Read all books, try all examples, then re-read the part you can't understand. Replenant with an online guide. In addition to clarifying the knowledge you have read, they also include the knowledge points (topics) in the book. Ask an expert. If you can't find the answer in the book or guide, then make full use of message boards and chat rooms (translator Note: I feel that the domestic chat room doesn't have a good atmosphere, or find some BBS or forum to ask), there will be a lot People are willing to help you solve. In practice, it should not be a fixed process, but it should be a similar process to repeat. Just learning is not enough, you still need to apply what you have learned, first start a simple game, then gradually develop. You can take a look at Geoff Howland's article: "How do I develop games? A game development pathway (http://www.gamedev.net/reference/design/features/makegames). At first, I still have to do it yourself, don't rush to join a development group, because it will only make your learning process slow. Once you have completed several games yourself, you will play a bigger role for a development group. I am still willing to say two words about books: In addition to the book development, you need to read more books. In order to create a variety of games - such as those on the shelf - you will have to delve the more advanced theme. Some you can find it in the guide, but it will still need more books: graphics, artificial intelligence, network, physics, etc. So you need these training (lessons) - Although you think these are not used for game programming - this is a degree in a computer science profession. Summary (Wrapping Up)

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