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November 30th, 2001, 06:07 PM
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Second Lieutenant
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Re: OT - Kind of
thanks for the clarification guys really helped.
Anyone else with some words of wisdom 
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November 30th, 2001, 06:22 PM
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Corporal
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Re: OT - Kind of
KISS (Keep It Simple Stupid)
Make sure that the current section of code WORKS. If its slick and doesn't work, it doesn't do any good. In the words of my Assembly Language Professor (Yep, was a long time ago  ), "When all else fails, use Brute Force." Once you have a section of working code, then you can 'slick'en it up.
Avoid the 4 P's (Piss Poor Prior Planning).
Everthing is ultimately dependent upon your preparation. Decide early on what you want & how you want it, and, don't give in to Feature Creep. Maintain your objective, add features later.
One other thought....Graphics is window dressing, mechanics will make or break the game. Make sure your (game) mechanics are solid, and the graphics can be added/prettied up later. This relates directly to the 4 P's.
[ 30 November 2001: Message edited by: Spyder ]
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November 30th, 2001, 06:25 PM
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Re: OT - Kind of
Without trying to give a detailed lesson in object oriented design and programming (OOD/OOP), let me put it this way: an object in a program should model an object in the real world. LemmyM gave a good example with a class called "Ship". All ships have some basic things in common, so having a class called ship enforces that all types of ships have those things in common.
This leads to one of the most powerful aspects of OO: inheritance. Let's talk about a beagle. A beagle is a dog, which is a mammal, which is an animal, which is a living thing. So, we can define a beagle by starting from living things. A living thing has certain properties which we can assign to class cLivingThing. Class cAnimal derives from cLivingThing (which gives it all of the properties of cLivingThing). We then add to cAnimal the characteristics that distinguish an animal from other living things (plants, etc.) Class cMammal derives from cAnimal and adds the characteristics of a mammal (i.e. mother feeds baby milk). Class cDog derives from cMammal and finally cBeagle derives from cDog. Now, if we want to define a German sheppard, we only have to derive from cDog, everything else is already set up.
One of the big benefits to this is that what can be shared, is. For instance, if there is a bug in a routine that defines part of cLivingThing, we only have to fix it in cLivingThing, not in all of the things that are derived from cLivingThing. They all pick up the fix for free.
At any rate, that is a highly simplified account of what OO is. There is much more involved, but hopefully that gives you some idea of what you can do with it.
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November 30th, 2001, 08:54 PM
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Second Lieutenant
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Re: OT - Kind of
all that makes great sense thanks for the input. Keep it coming.
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December 1st, 2001, 04:06 AM
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Re: OT - Kind of
Well, all there really is to do now is find a way to learn whichever language you're going to use. I would recommend either signing up for a class (as in a classroom, with teacher and students, not object blueprint  ), or tracking down someone who can tutor you. Really try for those two, since the other alternative is getting a book that teaches you, and that is a pain. The book doesn't respond to all your questions, when the book does respond to questions, it never seems to be when you ask it, and the book doesn't keep you on-task.
And then, you start learning. "Hello World!"
--edit: forgot to uncheck "Show Signature".
[ 01 December 2001: Message edited by: Will ]
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December 1st, 2001, 04:11 AM
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Second Lieutenant
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Re: OT - Kind of
well actually i will be taking a programming class next semester here at Princeton. I know basic stuff but want to learn more. Maybe someday i'll be able to follow through with a game. But until then i've got a lot of ideas i should organize and refine.
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