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Mail Archives: djgpp/1996/09/25/01:48:53

Message-ID: <3248DF4C.28B0@gbrmpa.gov.au>
Date: Wed, 25 Sep 1996 15:29:13 +0800
From: Leath Muller <leathm AT gbrmpa DOT gov DOT au>
Reply-To: leathm AT gbrmpa DOT gov DOT au
Organization: Great Barrier Reef Marine Park Authority
MIME-Version: 1.0
To: Graham Howard Wile <an118 AT ccn DOT cs DOT dal DOT ca>
CC: djgpp AT delorie DOT com
Subject: Re: HELP: low-level programming necessary ?
References: <52a2hr$d6t AT apollo DOT isisnet DOT com>

>         Yet I understand the basic concepts of game theory in terms of the
> mathematics, vectors, geometry, etc. as I did engineering and a science
> degree in university. 3D-space coordinates, translations, and rotations
> are like second nature to me in a mathematical sense.

Gee, I'm glad somebody does... ;)
 
> 
>         My question is this:
>                 Are there tools out there that someone who is creative, a
> good programmer (but illiterate in low-level memory address, chip
> programming) can use to make good marketable video games ?

For general purpose stuff, why not get Allegro...its very fast in its
current form and most of the low level stuff is done for you. And by
the time you finish writing a flight simulator, you will probably know
enough to optimize it to your liking...
 
>         Or am I doomed to learn not only C++ (which, by itself, wouldn't
> be overly daunting) but also Assembler if I am to achieve my goals ? If
> so, how long would it typically take a person to learn C++ and Assembler
> well enough to incorporate Assembly routines in C++ code to make a good
> video game ?

If you learn C++, your program will slow down, not get faster...but
I would recommend learning assembler. It certainly comes in handy.

Recommendation: Learn assembly and grab allegro. :)

Leathal.

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