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11-20-2012
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I'm watching...
Join Date: Sep 2011
Location: Northern Ireland, UK
Posts: 644
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If you've scripted in GS2, then you're going to find it slightly easier to pick it up rather than learning it from scratch, as a lot of the keywords you used in GS2 are used exactly (or near enough) the same in C++, and you'll find it easy enough to write a few basic console applications using this knowledge. If you've got any questions and you can't find an answer to them by using Google, I'd be happy to help. |
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11-20-2012
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Banned
Join Date: Oct 2012
Posts: 62
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(I have started learning both of them recently, and wish to focus on one at a time, but unsure which is more useful for my goals.) |
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11-20-2012
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Banned
Join Date: Oct 2012
Posts: 62
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Should be achievable with C++ too right? How big is the compromise in "power"? |
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11-20-2012
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I'm watching...
Join Date: Sep 2011
Location: Northern Ireland, UK
Posts: 644
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If you're looking for portability and haven't chosen a language to learn yet, use Java. It's primarily used in development for Android and will make your life a whole lot easier when porting it to each OS. Three out of the four you mentioned (Windows, Mac, Android) use Java to develop applications. I can't remember what Apple's attitude to Java for iOS development is. |
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11-20-2012
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Banned
Join Date: Oct 2012
Posts: 62
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11-21-2012
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PC/iEra Everyday.
Join Date: May 2012
Location: The UnderGroundSpar
Posts: 169
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Thank you, I'll sens a Private message if I have any difficulties.
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11-21-2012
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Registered User
Join Date: Apr 2012
Posts: 347
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11-21-2012
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I'm watching...
Join Date: Sep 2011
Location: Northern Ireland, UK
Posts: 644
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Also, if you're developing anything in C++ which you intend to be portable, it almost certainly would take you longer and would require more work than writing it in Java - which, with its standard libraries - allows for easier porting. Before you take this the wrong way, I'm not trying to contradict you in any way, I'm just throwing out the point that at present, Java is probably going to benefit someone more than C++ when it comes to portable applications. |
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11-21-2012
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Registered User
Join Date: Apr 2012
Posts: 347
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I guess it's a matter of what you're really trying to do, but I like to: A) Own my code from top to bottom, no dependencies that a user must install or dependencies that have licensing terms that I can't work with. B) Be able to deploy to any platform I'd like to without any restrictions placed by runtime dependencies like JVM. C) Have native code that runs fast. If I'm building something that I need to get done quickly and requires heavy GUI elements, that isn't something that's easily to do in a portable fashion with something that's compiled to native code without abstracting. That's something I'd just Java for. But we're talking about games that require high framerates and a good user experience. They don't have heavy native GUI usage, if anything all your GUI will be ingame and completely portable. For games, native code is the way to go every time. |
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