aah. At 06:03 a.m. 16/02/2009, you wrote: >Hi Shaun, > >Quote >tom I think the first question should be what was the first thing you coded, >or the >first part of the game minor or major did you do first, ie the menu, the >interface, >etc. >End quote > >Well, if you are starting a game from scratch you can't really jump in and >start programming menus etc. You have to program the more low level portions >of the game such as global variables, classes, objects, etc. You really can't >do anything until you have created the foundation classes that the >program/game runs on. You can't create player's, enemy monsters, or even menus >until you work on the classes that stores all the information for the game. >Let's explain this in >English instead of techno speak. >Most modern languages such as C#, Java, VB 2008, etdc are created using a >programming methodology called object oriented programming. Objecs are simply >people, places, and things that make up your game world. The main character is >an object, your weapons might be objects, all enemies might be objects, the >game world itself might be an object, the Window that your game plays in is an >object, etc. In other words you start with a simple idea, say a person, and >then you set about creating that object from the ground up. You can't just >create a game player character until you create its class which defines what a >character is. Your main character class might have variables/functions which >holds the character's location, health, direction facing, whatever. Once you >have created the class containing all of the character's essential features >then you can then create a new instance of that character called an object. >The object therefore is the character we want and its class describes o r defines what that character is or can do. >Bottom line, you have to start by defining what things are before you can >actually create them. I know this probably sounds more complicated than it >really is. In fact, object oriented programming is much easier, less >complicated, and more programmer friendly than older procedural languages. >There are lots and lots of reasons why object oriented programming is all >around better, and why object oriented style programming is much more common >today then procedural programming. Main reason is everything is arranged by >class and object type which allows you to work directly with concepts like a >game window, person, place, or thing rather than a bunch of variables and >functions tossed together in a source file that may or might not be related. >HTH. > > >--- >Gamers mailing list __ [email protected] >If you want to leave the list, send E-mail to [email protected]. >You can make changes or update your subscription via the web, at >http://audyssey.org/mailman/listinfo/gamers_audyssey.org. >All messages are archived and can be searched and read at >http://www.mail-archive.com/[email protected]. >If you have any questions or concerns regarding the management of the list, >please send E-mail to [email protected].
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