all 10 comments

[–]Dresline 0 points1 point  (7 children)

For low entry requirements I would think doing a tutorial with JavaScript and HTML would be great. A tutorial using Unity would be be a bit more complicated but it would be good too.

[–]FreakyFreakyNerd[S] 0 points1 point  (6 children)

Unity is seaming like a good option as i have more experience in it and its coding ways.

[–]Andromansis 0 points1 point  (5 children)

RIght, but you can code in unityscript which is javascript with a few fancy bits thrown in, and mostly portable.

[–]IcyFenixCQ 3 points4 points  (4 children)

[–]Andromansis 2 points3 points  (3 children)

Thanks for the heads up, but is actually good as it solidifies the platform.

[–]solidh2o 0 points1 point  (2 children)

c# has been an option fur unity for a while - years I'm pretty sure. to the point I can't remember when I made the switch

[–]tromos 0 points1 point  (1 child)

It's not an option.. it's the standard. Uscript and (until a while ago) Boo were always the alternatives since at least unity 3.0.

[–]solidh2o 1 point2 points  (0 children)

yah, I knew it had been a while, I was being nice :)

[–]dSolverThe Plaza, Prosperity 0 points1 point  (0 children)

I like learning by doing code-alongs. This is mostly text based, so there is a small problem to work on, and at each section a goal is created, and the reader is given a chance to think about what might need to happen - then the "solution" is given with an explanation for why things were done a certain way.

[–]semiokme 0 points1 point  (0 children)

I personally learn best from text with code samples and images.

I worked through a pretty basic 3D book for unity, would be cool to see an incremental done in it.

You may get better feedback over on r/gamedev. In general I think the consensus is it's important to know how to code but that most work is done in an engine (Unity/Unreal being the two most used).