#1913 - Saj - Sat Jan 25, 2003 5:55 pm
Hi, I've just set out to learn games programming. :)
I know a tiny bit of C but I only want to learn relevant parts of C++.
Here's a list of all the C++ elements.
which ones should I concentrate on for games programming?
:) THANKS :)
PS: how many months/years will it take a relatively smart-guy to become a games programmer? and is assembly as complicated as this?!
I know a tiny bit of C but I only want to learn relevant parts of C++.
Here's a list of all the C++ elements.
which ones should I concentrate on for games programming?
1. Making and Using Objects.
The process of building programs using compilers and libraries.
2. The C in C++.
Features in C that are used in C++, as well as a number of basic features that are available only in C++.
3. Data Abstraction.
The ability to create new data types.
laying the groundwork for more powerful OOP abilities.
organizing code into header files and implementation files.
4. Hiding the Implementation.
separating the underlying implementation from the interface that the client programmer sees, and thus allow that implementation to be easily changed without affecting client code.
5. Initialization and Cleanup.
One of the most common C errors results from uninitialized variables. guaranteeing that variables of your new data type (?objects of your class?) will always be initialized properly.
6. Function Overloading and Default Arguments.
multiple libraries reuse the same function name.
7. Constants.
The const and volatile keywords, especially inside classes. how to create compile-time constants inside classes.
8. Inline Functions.
Preprocessor macros +benefits of a real function call.
9. Name Control.
Creation, visibility, placement of storage, and linkage. static keyword, classes namespace feature.
10. References and the Copy-Constructor.
C++ pointers handle addresses: lets the compiler handle the address manipulation while you use ordinary notation. +copy-constructor,pointer-to-member.
11. Operator Overloading.
Confusing uses of arguments, return types, and the decision of whether to make an operator a member or friend.
12. Dynamic Object Creation.
learning how C++?s new and delete elegantly solve this problem by safely creating objects on the heap.
13. Inheritance and Composition.
Data abstraction, creating new types from existing types.
14. Polymorphism and virtual Functions.
Manipulating objects in that family through their common base class.
15. Templates.
Inheritance and composition (reusing object code).
:) THANKS :)
PS: how many months/years will it take a relatively smart-guy to become a games programmer? and is assembly as complicated as this?!