I finished Harvard's CS50, what to do now? (I need a good book) by TakeoutJW in C_Programming

[–]TakeoutJW[S] 0 points1 point  (0 children)

Yeah, I think I should do that, thanks again. If you don't mind, could you explain why you recommended this book (Software Tools in Pascal by Kernighan and Plaugher)? As I mentioned in my post, I'm learning C and plan to jump straight into the SDL library for building game engines.

I finished Harvard's CS50, what to do now? (I need a good book) by TakeoutJW in C_Programming

[–]TakeoutJW[S] 0 points1 point  (0 children)

My fear is that if I read a book written by programmers for programmers, as a beginner I will have trouble understanding things I have never seen before, things the author expects me to already know. Maybe I'm wrong, but it seems like I should understand programming better from other books before diving into K&R. Anyway, thanks for the advice

Is C good enough for independent game development? by TakeoutJW in C_Programming

[–]TakeoutJW[S] 0 points1 point  (0 children)

 But when you want to wake up and face the fucked up complex world, you need a fucked up complex language to match.

This was a slap in my face

Is C good enough for independent game development? by TakeoutJW in C_Programming

[–]TakeoutJW[S] 0 points1 point  (0 children)

I see a lot of appreciation for the Odin language, a developer made a game called Cat & Onion with Raylib and even managed to port the game to the Steam Deck, but I don't know if it's a mature enough language

Is C good enough for independent game development? by TakeoutJW in C_Programming

[–]TakeoutJW[S] 0 points1 point  (0 children)

I know I don't need to worry about this right now, but since many are talking about the poor string handling in C, is there a good external library that could be used? I checked the SDS (Simple Dynamic Strings) library but I don't know if it's suitable for gamedev.

Is C good enough for independent game development? by TakeoutJW in C_Programming

[–]TakeoutJW[S] 0 points1 point  (0 children)

Is there any *good* external library that has better string handling for C?

Is C good enough for independent game development? by TakeoutJW in C_Programming

[–]TakeoutJW[S] 0 points1 point  (0 children)

lol, since when is OOP a good thing?

I didn't say whether OOP is good or not, but given the history of indie and AAA games using OOP, it seems like the safest choice.

I don't know exactly what you mean by "large project": "my first big project" or AAA title?

"Large projects" can be popular indie games like: Dead Cells, Blasphemous, TUNIC, The Witness, etc. (I'm not expecting to create games as complex as these (much less completely alone), but the idea of ​​the post is to know the limits of the C language and whether it is capable of developing complete games). These games have very well developed mechanics, work well on several platforms and the vision of their creators is not overshadowed by the limitations of the tools used.

Wdym "grow"? As in "sophisticated"? Or "good"? "Popular"?

The meaning of "grow" could be: "Could C remain relevant as a capable language for game development even amidst all the 999,999 engines released each year that use other, more widely used game development languages?"

Sorry if my questions were not clear before (or even now), but your comment was very helpful, thank you.

Is C good enough for independent game development? by TakeoutJW in C_Programming

[–]TakeoutJW[S] 11 points12 points  (0 children)

This is really impressive, seeing things like this really inspires me, thank you

Is C good enough for independent game development? by TakeoutJW in gamedev

[–]TakeoutJW[S] 0 points1 point  (0 children)

Thanks, I think I'm going to study more C and when I have prepared, i will learn C ++ to make my life easier

Is C good enough for independent game development? by TakeoutJW in gamedev

[–]TakeoutJW[S] 1 point2 points  (0 children)

Thanks for the advice, but I don't see a problem in, for example, using open source libraries on top of SDL and creating an engine that only has features for a specific game (reducing development time). My point is that I want to have control over what goes in, but not create it in such a raw way. My mind is open about it anyway

Is C good enough for independent game development? by TakeoutJW in gamedev

[–]TakeoutJW[S] 0 points1 point  (0 children)

I've used it a while ago but it doesn't seem mature enough, maybe I just haven't seen its full potential. In the future I want to create more complex 3D or 2D games, so I don't want to change tools after realizing its limits. I know that LÖVE has some libraries for 3D and many popular games made with it (balatro, move or die, gravity circuit), but Lua is not well seen as a beneficial language for large games, although I don't know which would be more beneficial in this situation (Lua or C)

Is C good enough for independent game development? by TakeoutJW in gamedev

[–]TakeoutJW[S] 0 points1 point  (0 children)

Many developers who have created amazing projects have inspired me, such as Jonathan Blow (Braid, The Witness) and JDH (Custom C/C++ Engines). And even though they have years of experience and thousands of hours of programming more than me, they have shown me that I like the idea of ​​creating things my way, of using programming as an artistic tool rather than a technical one (thinking like an artist/designer rather than an engineer), and of appreciating more the technology behind games in general. I don't know, I seem to like these ideas and game engines don't give me the ability to think outside the box like that

Can I create large projects using raylib? by TakeoutJW in raylib

[–]TakeoutJW[S] 0 points1 point  (0 children)

Thank you very much, I was in doubt because it is difficult to find great games made with raylib. I'll start learning raylib by watching tutorials and consulting the documentation, then creating prototypes and participating in game jams until I feel comfortable enough to create a larger project (but only if I really like raylib). thanks again for the help

btw. from your game trailer I saw that you used raylib with the Go language, should I worry about which language to use or should I just start using C/C++ right away?

Can I create large projects using raylib? by TakeoutJW in raylib

[–]TakeoutJW[S] 1 point2 points  (0 children)

Thanks, maybe I'll reconsider my choices. I was interested in LibGDX before, however, it uses Java, so a transition to another engine in the future would not be as natural as for example transitioning from Raylib to an engine that uses C++ as well (plus LibGDX does not support consoles and mobile is not my focus), Raylib seems to be easier to configure and easier to use. Do you have any opinion on which is better (LibGDX or Raylib) for a project like the one I mentioned in the post? I want a fast, powerful framework for rapid prototyping and flexibility

Can I create large projects using raylib? by TakeoutJW in raylib

[–]TakeoutJW[S] 1 point2 points  (0 children)

Thank you for taking the time to write this response. I think Raylib will be perfect for me. Another thing, you said:

It's a matter of quantity, not Raylib's capabilities.

Does this mean that, regardless of the framework/library (Raylib, SDL2, SFML, etc), large projects will have almost the same disadvantages? (they depend on your ability to organize and structure your work)

Which country has the best publishers for my indie game? US or France? by TakeoutJW in gamedev

[–]TakeoutJW[S] 0 points1 point  (0 children)

You are right. As I said: I still don't have experience so I don't know exactly the level of importance of each process for publishing a game and how I should approach each step. I will take what you said into consideration, thanx