C++ for games?

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Hi there, I am very new to scripting and I am wanting to make a game. (Yes, I know you have all heard this before..heh) For the game I am wanting to make I have been told that I should use Flash (Action Script 3.0) for the front end and C++ for the back-end of the program. So my question is: What does that mean? Can you really mix programming languages? And if you can what is considered the front end and the back end? Thanks for any help you can provide.
front end being GUI / interface, and backend being what drives the game.
see this:

http://cplusplus.com/forum/articles/17776/
Gah...You have to know calculus to make a game. Won't be doing that for some time.
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i made minesweeper without knowing calculus, i consider it a game. ^^
does using darkGDK help with making 3d graphics? Or is it like one of those template things that pumps out copies of the same format, just different graphics.
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You do not need to know calculus to make a game at all. Just the very basics of mathematics should cover it.

Good luck Nikoru however, I've never been able to get on with Flash personally, but i hear it's a good language, I prefer maxscripting...
You do not need to know calculus to make a game at all. Just the very basics of mathematics should cover it.


That depends entirely on the game.
wait....how do you even code calculus. how do you get specific f(x)'s
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That depends entirely on the game.
Agree.
foobarbaz try Haskell or another functional programming language.

Of course it depends on the game, but you don't need to know calculus to design a game or even make 'a' game.

If the game is about calculus then, you need to know calculus. Otherwise it's isn't a 'need' more of a handy tool to know.
i think games is more on physics..
It depends, doesn't it? If you're writing the physics engine component of the game engine, then yes, it's mostly physics. If you're writing the graphics engine part, then it's mostly maths (trigonometry, ew), I think.

Don't quote me on that, though; I've mastered the art of sounding like an expert on any given subject while actually being completely wrong...
LOL chrisname..
I've mastered the art of sounding like an expert on any given subject while actually being completely wrong...
Haha what a good talent to have!
It is very useful... :)
I've been able to make some pretty decent 2D sidescrolling engines (and RPGs, but those are piss easy) with minimal mathematics. Very very basic trig/geometry (pythagorean theorum and understanding sin/cos) go a long way.

Linear Algebra is also very useful for 3D (and even lots of 2D) stuff. I don't know enough about it other than a few very basic tricks... but it's pretty slick stuff. It's almost like magic. Mathemagic.

If there's one branch of mathematics that you should learn for programming games -- it's gotta be Linear Algebra.
Algebra is the only part of maths I can do (except for Probability, but I've never met anyone who couldn't do that).
Front end and back end are terms that usually correlate to the divisions of software into logical or physical tiers. A quick look into what a distributed system is might help.
Thanks guys for taking out the time to answer my question. I did have one more to ask if it wouldn't be too much trouble. I am wanting to make a complex TCG style card game. Are we talking heavey math on that one? I was just curious.
Heavy math only really comes into play for projection and collision detection. Maybe AI too, but that's more logic than math.

For a TCG I assume it'll be more like a turn based thing, in which case there will be hardly any math involved (by programming standards anyway).
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