
However these all-in-one programs usually suffer from missing features that could become major issues once you really get involved in a project. Theres nothing wrong with using an application like DarkBasic Pro if you are just starting out with game development. Very often, files with such extensions are used as source data files used by DarkBASIC Pro.It really depends on how much you know C++ or how hard you are willing to learn. However, not all of the extensions listed on the list are always used to save the effects of work in DarkBASIC Pro. The basic files that DarkBASIC Pro supports are. DarkBASIC Pro supports at least 1 different file extensions.
But for many games an important missing feature like this could be a deal breaker.Bring the fun factor back into game programming and let DarkBASIC Pro handle all the game mechanics behind the scenes-an easy-to-use language with.DarkBASIC Professional is a totally new program with a new language, compiler, editor, and debugger. If you were doing a simple space shooter or pong, this wouldn't be an issue. In order to do that in DBPro you need to buy a $30 add-on dll (thats supposedly not even all that great).
No other package out there makes it.XNA is very promising but also lacks built-in advanced animation features and other stuff you might expect from a game engine. Figure 1.42 shows the new IDE for DarkBASIC Professional.DarkBASIC Professional is the most advanced games development package built on the BASIC language currently available. For this reason, DarkBASIC Professional operates differently than standard DarkBASIC.
You won't be wasting your time learning it because C++ isn't going anywhere. Not a bad place to start, and its very fun to see your code running on the xbox360.That said, Ogre is a great 3d engine, possibly the best one (thats free). You will also learn some basic 3d math like using transformation matrices and quaternions. You can have a 3d model on screen and moving with an xbox360 controller in minutes. There are many XNA video tutorials that are helpful for beginners. Mostly all the programming concepts in C# will transfer over to C++ if you decide to switch to ogre.
That's just my opinion though, I could be wrong.The problem is many people can get turned off to programming if they start by jumping in the deep end. Its just a headache you don't want to know about.JacksSmirkingRevenge wrote:C# is something that you should move to after you've learned C++, not the other way around. Also, stay away from Torque. And it can be a little daunting for a beginner. You will still need external libraries for sound, physics, input, etc. Ogre is just a graphics engine.
Didn't read any books or tutorials, but it looked familiar from the C64 so I just jumped in and started programming. Ended up finding something called QBASIC. I had just got my first computer and I was bored so I went around and clicked on every file on the computer to see what it did.

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What got me really started in programming was the game's scripting side. The game has an in-house developed scripting language, and it was simple-enough for me to understand all parts of the language pretty fast.Before that I had tried to do stuff with Visual Basic, C#, C/C++ with varying success. In fact I learnt Java in 6hrs since there is really only that much difference between it and C++.IMO, learning from the deeper areas is almost always better as long as you have enough determination not to give up halfway since you will learn a lot more along the way, probably that's why I insisted on not using full engines for my project.Hey, nice thread! It quickly evolved into a nice little debateMy formal training in programming is very minimal - I have only done what has been required in elementary school and in my quest for an Engineering degree (not computer-related).I actually got my "programming brain" started well only after I wrote scripts for an existing game. Yes, it's extremely daunting at first, even ogre is nothing next to it's complexity, not to mention you need to be not only familiar with C++, but microsoft winAPI as well, I bought over 5 books on D3D and crossed referenced them to finally understand, then I realised that there's ogre that could save me all those trouble for almost no penalty, nevertheless, knowing native d3d is extremely helpful in terms of thinking like a game programmer.Starting from which language isn't really important really, for most same generation languages, the difference is mostly syntax + some niche features, eg java for javascript web development. Then I went straight to native direct3D, yes, I could've gone XNA, but I really don't like the syntax of C#.

