From two months from now, I’ll officially be a “real” game programmer! I got hired by Avalanche Studios! YAAY! =D
It’s C++, obviously, and mostly directx, but oh so cool. =)
Gratz Markus! Well done!
Kev
Good stuff!!! KTH is a top class uni, they have a very high standard of learning.
I didn’t know your C++ skills were top notch too!
Or did you just find a way to spend those two months?
Gratz, very cool!
Nice one
Gratz
Endolf
Thanks, all. =D
[quote=“Riven,post:4,topic:30489”]
Hehe, I’ve done some C++ stuff, but can’t say it’s my area of expertise yet. I’ll probably brush up on it a bit before I start, yes.
Congrats!
PS: Just Cause is one of my favorite games on the xbox! 8)
Rocking!! Well done you!
Clearly, it’s your round
Congrats. Excellent.
Congratulations 8)
congrats m8, welcome to the club
Well done!
I guess you really have to programme in C++ to get hired in the industry
oh, i dunno about that… 8)
Cas
Congratulations!
I hope this doesn’t mean we won’t see any of your cool java work anymore though
Indeed. I haven’t done any professional development in C++, and I still got this job. It’s not THAT different from other type of programming, other than pointers being slightly tricky. Oh, and const references. Oh, and the entire pure/const function concept…
erikd: I think most my hobby work will still be done in java, like now. It’s a beautiful language.
Fear not, I have some links:
TUTORIALS
- Official C++ Tutorial: right from the horses mouth!
- C++ pitfalls: overview for references / const-ness / private, protected and private / virtual functions / mutable variables
C++
- C++ Quick Reference: primer on C++, read, digest, and commit to memory
- C++ FAQ Lite: this FAQ can take you from Intermediate to Expert in weeks
- GNU Assembler Manual: Official manual on the GNU Assembler
- Typedefs and structs: Article on the typical use of typedef’s and structs
C++ Operator Precedence
- Intap explanation: very simple
- MSDN explanation: fairly simple, maybe simpler than the Intap explanation
- C++ Reference explanation: detailed explanation with all 17 groups
Programming practices
- When to mutate: article from IBM aimed at Java discussion, but still useful
- Polymorphism: when to use virtuals: article detailing the use of virtuals in polymorphism
Genres
- RPG Development: Jay Barnson of Rampant Games builds and RPG in a week from scratch without a budget
Depends if you’re programming in “early C++” (ie. C with classes) or “late C++” (templates, RTTI, exceptions, etc.). Just trying to properly understand RAII is a big enough task that’d take most people a year or two.
Then again, most game studios are still stuck with early C++. :
[quote=“Orangy Tang,post:19,topic:30489”]
Err… It takes two years to understand a fairly simple design pattern? Who are these “most people”? :-\