where to start
Posted 21 July 2005 - 03:32 PM
Posted 24 July 2005 - 02:01 AM
did you mean just a simple ready-made program where you just place this object here then bump it here then .... That will just result to a very poor game quality.
Posted 24 July 2005 - 06:25 PM
Tri Gun is beast!!!!!!
Posted 25 July 2005 - 12:52 AM
Suck in as much information you can about them and then do some trial and error.
When you feel you want to do something more productive like coding your very first patch, google the following:
c++ code snippet
The real important thing here is that you find yourself an easy to use c compiler/linker and then start modifying existing code (because that's a very good way of learning). And don't start out to big! Begin with a simple task like coding a disassembler in ogl with the possibility to move the disassembled code around using the mouse. ... or you could just start out with a 'hello, world' program.
There are hundreds of good programming tutorials available on the net, but if you like I could start a little c programming for newbies with code snippets you actually can use in your "gaming future".
Now you know nothing? ... and soon you will wonder why not everyone knows how to zero-pad the stub, why coders running thier tools on winnt aren't decreasing the section alignment to a maximum of 512byte or why people nop-ing instructions when they can use more elite ways of skipping code.
Are you up for it?
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