Mail Archives: djgpp/1996/09/24/23:59:37
From: | an118 AT ccn DOT cs DOT dal DOT ca (Graham Howard Wile)
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | HELP: low-level programming necessary ?
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Date: | 25 Sep 1996 01:40:11 GMT
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Organization: | Chebucto Community Net
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Lines: | 35
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Message-ID: | <52a2hr$d6t@apollo.isisnet.com>
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NNTP-Posting-Host: | 205.150.72.25
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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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 ?
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