I really wish D (C++ with a garbage collector) would take off as a legitimate language, but until then C++ is the way to go. It's the industry standard and a lot of libraries are built for it (both in the gamedev world and beyond that).
Here are my tips for you (I already mentioned some of this in my PM to you):
-Make a ton of text based console games
-Once you get started with graphics stuff, make sure you pick a suitable library for your needs. I like SFML, but Allegro and SDL can be better for different purposes (SFML seems to have a lot of bugs, as you may have noticed in the Colonies skype chat, but is amazingly high level and easy to understand)
-Make sure you grasp pointers, memory management, references, and multithreading concepts BEFORE you move onto any graphics stuff. I regret not learning more about these concepts before I started my project, and its starting to show.
-To avoid any rewrites of chunks of your projects, make sure you research and develop a standard organization for your codebase. Write tons of functions for various stuff (collision detection, A* pathfinding, etc) so that once they're needed, you just have to ctrl+v it
loftar wrote:Kaitie wrote:For genuine programming, C++ is the way to go.
I dispute this, and offer not a single line of C++ in a single program I've written. ^^
>uses java
kbro
Oddity wrote:Note: Do not take anything dra6o0n posts seriously.
This. He's a C supremacist who's never done anything substantial. As much as I love the lowleveled-ness of C, it simply doesn't have enough support in the gamedev industry. Unless you're either a computer science doctorate or like bashing your head against a wall, don't use C (although I do recommend learning it before C++ so you can grasp the basic topics easier).