I don't think he's talking about making actual games in the console, |
But if someone gets into programming to make games, that's exactly the kind of programs they'll want to make. So if they're introducted to the console, the practice programs they'll make will be console games. And the fact is... the console is a TERRIBLE medium for games.
They won't know that, though. And as soon as they figure out how to print text, they'll want to figure out how to clear the screen, etc. Before you know it they're wasting their time jumping through hoops and learning all sorts of arcane crap that hasn't had any practical application in
8 12 years. (EDIT: I keep forgetting it's already 2010)
It happens time and time again on these forums. The console simply is the wrong medium for people interested in this kind of programming. Learning the basics through the console offers no benefit. It's just starting on the wrong path.
I'm not saying the console is the wrong starting point for everyone. But it really is the wrong starting point for
game development. Console development and game development are two entirely different things.
but rather simple programs that avoid the need for the boilerplate associated with graphics. |
This is what I don't understand.
Why do people think that graphics are so complicated that they have a higher learning curve?
Graphic libs really can be (and many are) this simple:
1 2 3 4 5
|
Image myimage("hello world.bmp");
Window mywindow(640,480);
myimage.Draw( mywindow );
|
Granted it's not quite as simple as simple as
cout << "Hello world";
, but is it really so much more difficult that people should be told not to pursue it?
For example, to learn how to choose the right data structures, you could try writing a program that, given two words and a lexicon of words in the English language, prints out a valid word ladder |
I'm glad you gave this example. It saves me the trouble of having to come up with one to support my point:
This is just the kind of exercise that is a
complete waste of time for someone interested in games. How does this have any application at all to an introductory game developer? Wouldn't a more practical exercise be something like "make an inventory system and draw out the items in your inventory"? That's something that would teach them the same basics, but would actually be applicable to what they're doing, and would be a lot more fun and would keep them more interested.
When you first start out you're always starting with no background, so you always have to learn from scratch. That means there's that you not only have to learn how to work with the medium of your choice, but you also have to learn language structure.
Who decided that iostream is the easiest medium out there? I sure don't agree with that idea. There are a lot of things about iostream that I
still don't understand after 10 years.
Anyway... my point: Why waste your time with boring programs you don't care about when you can make fun ones that let you practice all the same things, and that also fuel your passion?