Hands on!
Lately i've been drowning into gameDev pool. The Design stage has just started, and i'm taking notes of almost every insight i got(i need to detail more components, so , i need to get some inspiration playing the game that i'm taking as a model).
We decided not to use the M3G API , and use the basic J2ME lcdui package to handle the core 2D graphics stuff. The class diagram is taking shape....
In parallel , i'm taking the time and having some contact with an excellent 3D Modelling Tool : Maya (which was recently bought by Autodesk for our happiness or sadness...)
Damn , it's so full of resources the you can easily get lost on it. Well , i'm taking some baby steps on it and having the first contact with the tool.
Along with Maya , i'm boosting up m C++ Skills. I never developed something real with it.
To get back into the C++ mood after one year with Java running on my veins, i'm reading Effective C++ from Scott Meyers (it's a great resource for whom had some decent contact with the language..)
It provides some great tips on the essentials of the language , explaining the rationale behind it. Now i'm checking the memory management chapter and i realized what make so much people run from C++ just like vampires from the Holy Cross... Geez , memory handling in C++ can become a very complicated issue... There are lots of mecanisms to do that like: overloading the new and delete operators, implementing constructors and destructors in a balanced manner, handling pointers like a surgeon etc.... In Java everything is so peaceful with the garbage collector thing.
But we must remember, decently written C++ is far more fast and deadly than Java and period.
For us who deal with heavy processing like real time rendering systems , audio and video programming , etc. The need for fast native code makes C++ one of the main tools available.
So get your templates ready and watch out for memory leaks!!
Lately i've been drowning into gameDev pool. The Design stage has just started, and i'm taking notes of almost every insight i got(i need to detail more components, so , i need to get some inspiration playing the game that i'm taking as a model).
We decided not to use the M3G API , and use the basic J2ME lcdui package to handle the core 2D graphics stuff. The class diagram is taking shape....
In parallel , i'm taking the time and having some contact with an excellent 3D Modelling Tool : Maya (which was recently bought by Autodesk for our happiness or sadness...)
Damn , it's so full of resources the you can easily get lost on it. Well , i'm taking some baby steps on it and having the first contact with the tool.
Along with Maya , i'm boosting up m C++ Skills. I never developed something real with it.
To get back into the C++ mood after one year with Java running on my veins, i'm reading Effective C++ from Scott Meyers (it's a great resource for whom had some decent contact with the language..)
It provides some great tips on the essentials of the language , explaining the rationale behind it. Now i'm checking the memory management chapter and i realized what make so much people run from C++ just like vampires from the Holy Cross... Geez , memory handling in C++ can become a very complicated issue... There are lots of mecanisms to do that like: overloading the new and delete operators, implementing constructors and destructors in a balanced manner, handling pointers like a surgeon etc.... In Java everything is so peaceful with the garbage collector thing.
But we must remember, decently written C++ is far more fast and deadly than Java and period.
For us who deal with heavy processing like real time rendering systems , audio and video programming , etc. The need for fast native code makes C++ one of the main tools available.
So get your templates ready and watch out for memory leaks!!
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FALA MINHA LINGUA PORRRA
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