From: an118 AT ccn DOT cs DOT dal DOT ca (Graham Howard Wile) Newsgroups: comp.os.msdos.djgpp Subject: HELP: low-level programming necessary ? Date: 25 Sep 1996 01:40:11 GMT Organization: Chebucto Community Net Lines: 35 Message-ID: <52a2hr$d6t@apollo.isisnet.com> NNTP-Posting-Host: 205.150.72.25 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp I was wondering if anyone could help me out. I am a good programmer, and good at constructing algorithms and general problem-solving, but not low-level programming like you do with assembly. I want to program shareware games to release on the net, but I am really discouraged and disappointed. I bought the book "Build Your Own Flight Sim in C++" only to find that constructing a game like that involves in-depth in-line assembly and low-level programming (ie: video mode initialization with in-line assembly procedures, etc.) to a much more massive extent than I thought it would. 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. 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 ? 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 ? --