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programming games

I have always been interested in programming and computer science but ultimately ended up pursuing economics in college...I have one semester left. Basically I have a renewed interest in programming (at least as a hobby). I would like to understand what goes into programming games and GUI design. Actually I am pretty much interested in any aspect but I figure games would at least keep it somewhat fun for a while. If anyone could direct me towards a starting point I would aprreciate it greatly. 

deeskrad
Saturday, December 28, 2002

www.Gamedev.net ... especially this page ->
http://www.gamedev.net/reference/start_here/

If you feel like thats to heavy for you, take a look at blitzbasic. Its a basic compiler with built in DirectX functions. It has speed and features enough for most things.
http://www.blitzbasic.com and
http://www.blitzcoder.com

Eric DeBois
Saturday, December 28, 2002

www.pygame.org

Alot of games are useing more and more popular scripting languages for there logic...python being one of them. Python is simple and you can do some cool stuff with the pygame library.

pac man
Saturday, December 28, 2002

You might enjoy looking at the source code for some popular games. id Software releases the source to its games a few years after they come out. Dig around on ftp://ftp.idsoftware.com and you will find the complete source for Wolfenstein 3D, DOOM, Quake I, and Quake II...

Dan Maas
Saturday, December 28, 2002

thanks for the help!!

deeskrad
Sunday, December 29, 2002

www.gamasutra.com
www.garagegames.com
www.auran.com/jet

Vladimir Golovin
Monday, December 30, 2002

Modding games is valuable. I got some of my first real experiance modding Quake 2 a few years back, and it was an amazing aha! moment when I realized the architecture Carmack used for connecting and modularizing game logic. Working on games is cool, because you have a huge community usually that knows the codebase you're working on, and you don't have to worry about all the details. Writing any game from scratch is a challenge, but mods are cheap.

I remember a really crappy fireball mod I made for Quake 1 when I first saw the source. You can get a real immediate response in your work, and I think that's valuable.

Mike Swieton
Monday, December 30, 2002

Someone mentioned BlitzBasic and I happened to make a Space Invaders clone in this language last year on my spare time:

http://members.cox.net/raisth/RaistInv_Setup.exe

You need at least Direct X 7.. and I am giving away the *FULL* source code and it's all commented (yes, it's free).

The game is in 2D, but could have relatively easily used 3d models, since I am using the 3d version of BlitzBasic and it's very easy to use.

I also attempted to do "OO" base design in BlitzBasic, so just like in "OO C" I am passing a "this" pointer to a structure (custom types in BlitzBasic).

One thing I learned very clearly is that all projects have their little details and quirks... Space Invaders is a very simple game compared to others out there, yet there are a couple of details that can make or break the feel of the game.

The way the shields "explode" when they are hit and dealing with the "invader bullet AI" when there are less invaders are issues that come to mind :-)

Raist3d
Monday, January 13, 2003

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