Hi, folks. Lots of you seem interested in learning how to program games. This is great. Lots of you are also scurrying off and downloading the various microsoft express IDES. If this is your chosen path then by all means, knock yourselves out, but I wanted to toss out another path that you may not have considered.
C#, VB, Java, etc. are popular, powerful languages. They're also very verbose when compared to languages like Ruby and Python that can, say, write a simple "Hello, world" program in a single line rather than half a dozen. If you're wanting to learn programming, consider a language like Ruby or Python first. The syntax is much easier to grasp and, in my mind, much closer to how we think than are languages like C#/VB. Try to guess what this does: 3.times do print "Hip hip, hooray!" end vs.: for(int i = 0; i < 2; i++) { Console.Out.Writeline("Hip hip, hooray!"); } You can develop games easily in either of these using libraries like RUDL, Rubygame, Pygame, etc. Not only do these have the advantage of being cross-platform, but you can type a bit of code, run the game instantly, add more, etc. in an evolutionary process so much faster than would otherwise be possible with compilation. There are disadvantages to this path. These languages may spoil you. I've coded for years, and after working with Ruby, coding in Java feels like running under water. This may be circumventable, however. I've written Torrent in Java and have just recently separated the engine components into a separate project for other game development. I'm finding that I can use my engine with JRuby, a Java-native implementation of Ruby, and enjoy the ease and speed of Ruby plus the power of the underlying Java engine. If you're a .net person, there's a .net implementation of Ruby on the horizon and, if you find that you prefer Python to Ruby, you can already use languages like IronPython or Boo (http://boo.codehaus.org) with DirectX or whatever your .net engine of choice might be. Actually, if Python is your pick then you can already use either of these with existing DirectX resources/tutorials to get up to speed that much quicker with skills that you can keep. Also, if you pick the pure Ruby/Python route, your games' source will almost always be visible, meaning others can copy what you've done (albeit with the same restrictions.) This shouldn't be an issue at first--my first three attempts at game programming weren't commercial- grade, and I'd probably have been much more successful at learning if I'd treated at least two of those as learning experiences instead of trying to write the next GMA engine right out the gate. :) And, again, if you're still interested in the C#/VB.net route then right on, and I wish you the best of luck. :) Just wanted to let folks know that a) those aren't the only games in town, even if you do want to stick with .net from start to finish (see notes about IronPython/Boo above) and b) it may be best to focus on learning the craft of game design during your first few efforts rather than on producing something to sell. Language shapes how we think, and while picking a non-conventional language might seem like a bad idea at first glance, it just might help some of you who may find C#/VB frightening. Hell, I'm a decent enough coder and *I* find them frightening for various reasons. :) If given a choice, I'll almost always pick an alternate language like JRuby/Nemerle/Boo for whatever platform I'm constrained to rather than simply using C#, Java, etc. _______________________________________________ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.