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GML vs. C++ After 11 years of GML, Should I make the jump?

#16 User is offline TheKazeblade 

Posted 14 June 2013 - 09:55 AM

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Thanks a lot! I'll check them out after work :)

#17 User is offline crystallize 

Posted 14 June 2013 - 10:08 AM

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Why not simple C? One dude made a full Hlaf-Life engine clone with C. And he coded in Notepad.

#18 User is offline Black Squirrel 

Posted 14 June 2013 - 11:37 AM

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If you're starting from scratch the best way to learn is to go through official channels, I.e. university or a course or whatever.

The internet is not really equipped to teach C++ (although it will be quick to tell you otherwise!). Written programming tutorials can be flimsy at best regardless of language, but with C++ people have wacky coding conventions and crazy mindsets which you have to deal with. It can be a headache for all the wrong reasons - online stuff is best served for programmers wishing to switch language I find.
This post has been edited by Black Squirrel: 14 June 2013 - 11:38 AM

#19 User is offline winterhell 

Posted 14 June 2013 - 11:53 AM

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View Postcrystallize, on 14 June 2013 - 10:08 AM, said:

Why not simple C? One dude made a full Hlaf-Life engine clone with C. And he coded in Notepad.

John Carmack did WHAT? :v: He is about the only guy that prefers pure C to C++. Afaik he didnt get into OOP until after Doom 3, even though some of the game's code is object-oriented.

But seriously, you have to think why are you choosing a particular language over another.
C++ may be fun when you start, but it gets tedious when you get to classes, header files and pointers.
The industry is progressively moving away from C++ and there are more and more job offerings for either managed or web scripting languages.

Also if you are thinking C++ is faster than C# or Java in games, well... no. If you spend the same amount of time working on both native and managed version, the managed version is going to perform faster because you spent more time actually working on your algorithms. And the games are never going to be CPU bound unless there is something fundamentally wrong with your code.
Of course if you want to go hardcore and write drivers/emulators/heavy math stuff C++ still excels there.

#20 User is offline GerbilSoft 

Posted 14 June 2013 - 12:09 PM

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View Postwinterhell, on 14 June 2013 - 11:53 AM, said:

Also if you are thinking C++ is faster than C# or Java in games, well... no. If you spend the same amount of time working on both native and managed version, the managed version is going to perform faster because you spent more time actually working on your algorithms. And the games are never going to be CPU bound unless there is something fundamentally wrong with your code.

And then you realize that both C# and Java end up wasting at least twice as much memory as an equivalent C++ program. Also, good luck using C# on anything that isn't Windows. (Mono doesn't cut it for most things.) Not to mention that neither C# nor Java use the system's native UI. (Java has a poor emulation of Win32 and GTK+ themes. C# uses WinForms, which also attempts to approximate the Win32 theme, though it uses non-native Office 2003-style menus,)
This post has been edited by GerbilSoft: 14 June 2013 - 12:11 PM

#21 User is offline crystallize 

Posted 14 June 2013 - 01:06 PM

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View Postwinterhell, on 14 June 2013 - 11:53 AM, said:

View Postcrystallize, on 14 June 2013 - 10:08 AM, said:

Why not simple C? One dude made a full Hlaf-Life engine clone with C. And he coded in Notepad.

John Carmack did WHAT? :v: He is about the only guy that prefers pure C to C++. Afaik he didnt get into OOP until after Doom 3, even though some of the game's code is object-oriented.

Uh, no, I meant Uncle Mike and his Xash3D engine.

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