Questions about learning video games programming

Noctosphere

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Hello everyone,

So, first of all, i just want to say that i do have a bit of experience with programing, but only very VERY basics experience. I have basic knowledge with c++ which is limited to consoles program, with loops, conditions, functions, etc..

I am also very aware that i will not be able to create AAA games of dream right away or on my own, and that those who can are very rare exceptions.

My main objective would be to enter the video games industries and, in our country, experience has much more value than degrees. So I'd like to make some kind of portfolio with enough value before even going there.

I also know that it can take years before i can do it.

With that said, here are my questions.

1-Is c++ still the best language to learn for AAA games?
I heard it was a very polyvalent language and that it was the best for these kind of games. But that was about a decade ago and i now hear about c++ being outdated compared to other language.
So, if the answer is no, which one would you recommand me?

2-which website would you recommand me to visit to learn that language?

3-I'd like to know all about libraries and the order i should learn about them. If my objective is Unreal Engine 5, not as in creating models or a land, but as in "interacting with it" from the program. For exemple, ordering to a 3d model to start a "walking" movement, then make it move in a direction, or to say that "this is a wall and you can't cross it".

For the third question, if you guys know a website where i can get informations about "a path of learning(?)", it will be welcomed too

Thanks a lot :)
 

Ryab

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Well really you just need to experiment with your C++ skills I'd say. Give yourself a challenge and see if you can make it. When you are confident enough keep pushing yourself further.
 

Noctosphere

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Well really you just need to experiment with your C++ skills I'd say. Give yourself a challenge and see if you can make it. When you are confident enough keep pushing yourself further.
Well, right now, i can't do much since my PC is being repaired.
The thing is, I already learned everything that website i used had to offer. That's why i'm looking for other sources.
 

Kwyjor

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I already learned everything that website i used had to offer.
Maybe you should start by saying what "that website" is?

If my objective is Unreal Engine 5
... then I'm sure there's more than one website that will suggest the best programming languages for use in developing an Unreal Engine 5 game.
 
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Noctosphere

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Maybe you should start by saying what "that website" is?


... then I'm sure there's more than one website that will suggest the best programming languages for use in developing an Unreal Engine 5 game.
Yea no, thats not what i meant.

First, the website i was talking about is openclassroom
Secondly, when i said "if my objective is UE5", i may have emphasised on the IF. What i meant is "is there a way to have some kind of path of learning".
For example, with what @SylverReZ said about books, which ones should i read first? Which one should i read second? Third? Fourth? Etc.
So that at the end, i learn on how to interact with UE5.
 

Kwyjor

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For example, with what @SylverReZ said about books, which ones should i read first? Which one should i read second? Third? Fourth? Etc.
So that at the end, i learn on how to interact with UE5.
I was just watching another charming Adam Savage video where he emphasizes that the best way to learn a new skill is to have something you want.

Otherwise, if you don't know where you're going, any road will take you there.
 

FAST6191

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Not sure what polyvalent is in this instance.

C++ is probably going to be the language for speed for the next several decades (nobody doing assembly full time and C does not have object oriented programming. Main reason to learn C is to port PS1 and N64 and even older PC games to modern standards) . At the same time higher level languages will probably get fast enough that you can use them for all kinds of fancy 3d affairs as well. Said higher level languages are also good for quick and dirty scripts -- if something to convert a file works in a sensible amount of time then how long you took to make it and how easy it is to update or tweak becomes a thing and Python, Lua, *spits* Java, Perl... all become viable and might also have the perk of being able to speak to non coders -- if your artist can understand python but loses you if you start talking about C++ inheritance then guess what you are explaining things in next.
There are also specialist and domain specific things -- Java is what does most Android stuff, Apple nonsense has a weird take on C called objective C and a higher level language called Swift.
On C++ being outdated... that requires some more nuance. The problem with C and C++ compared to other languages is it is so very easy to make mistakes and it will let you do it. The perk however is the options to make those mistakes also means it can be made very fast, very low on memory (give or take the baseline stuff most things since the xbox and 3ds have) and extremely adaptable if you can handle it. This means much more game on the same system -- more objects on screen, better AI, more graphical effects, more physics calculations. Also as you have to do most things for C++ (though engines help here) the time to develop it can be considerably longer than what some might achieve with higher level stuff. If for some reason you want to be tied down to the boring, safe and predictable world of AAA (when you have tens of millions/hundreds of millions on a game the publisher will want their money back which tends to lead to boring, safe and predictable. Do also note there are what 60 "AAA" games a year maybe and every hungry kid has been wanting that since they were 13 and willing to work 12 hours a day under crunch for a salary rather less than almost any other field of coding is going to make that harder to get into than you bumbling in at 35 and wanting something like a work-life balance. AAA also means games you might not care about but still sell the big units) then OK but start going for the indy stuff and they will value quick turnaround, easy to maintain code and other more rapid development strategies. Equally the guy in accounts, artist knowing python and whatever else is a thing in this, as is the ability for them to contribute to the code.

"My PC is being fixed"
Whatever you are typing this on is more than good enough to be doing some learning and getting to grips with the basics. Indeed that you are going in for the helplessness bit/did not try some kind of problem solving does not bode that well -- might want to try sorting that. Similarly why are you not reading some introduction to Unreal?

https://archive.org/details/ValveEmployeeHandbook is an interesting read in this. Could do a bunch of other things ranging from game theory (area of maths but one precious few game devs know and to my mind highly relevant) to cameras ( https://docs.google.com/document/d/1iNSQIyNpVGHeak6isbP6AHdHD50gs8MNXF1GCf08efg/pub )
 

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