--- gareth gwyther <[EMAIL PROTECTED]> wrote:
> btw Apps are easy to create.
> Games are evil in comparison.
> 
They're both hard, but in different ways. Apps have a
low, almost linear learning curve, but the time axis
is huge.

Games have a steep curve, but once you have the math
down, you can kick out almost anything relatively
quickly.

I've done both, and what it comes down to is that I'd
rather do applications/websites for a living, and
occasional games for a hobby. That way, I'm constantly
challenged (in a fun, moderately challenging way) by
all the new things one has to learn in an
application/business context, and I don't get burned
out by having to do dead-simple games all the time.

Plus, when I do want to do a hyper-complex game that
would cost a team of professionals thousands of
thousands of dollars to do and a lot of time, I can do
it on my own time, and when the game fails to
materialize for whatever reason, there's no client to
tell that you spent their money on beer and comics.

Anyway, the most dead-simple game I can think of to
learn some game programming basics if probably
Asteroids. There's practically no physics beyond
simple inertia to worry about, since you dont have to
worry about rock/rock collisions, just ship/rock, and
bullet/rock collisions, and there's no AI.

The next most simple might be Pang, or Buster Bros:
http://en.wikipedia.org/wiki/Buster_Bros

It has similar mechanics to Asteroids, but you add
gravity, and bouncing. Plus, if you want to get more
complicated, you add swept-circle collisions, (google
it) and some of what it takes to make a platform game.

Lastly, since you (the original poster) is 15, you
definitely want to make sure you've got a lot of math
experience, since modern and professional game
programming requires a lot. Trig's important, calculus
is good for physics and whatnot, and check linear
algebra for 3D stuff.




       
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