background preloader

Articles

Facebook Twitter

Primers. Bien débuter en Java. Java est un langage orienté objet développé initialement par la société Sun puis par Oracle. La syntaxe générale est très proche de celle du C, mais Java n'est pas une surcouche du C et sa syntaxe est beaucoup plus claire que celle du C++. Les avantages de Java sont nombreux. En premier lieu, on peut citer sa gratuité, sa communauté, son écosystème et sa pérennité.

Par ailleurs, le byte-code, qui assure à Java une portabilité complète vers de très nombreux systèmes. L'importance de l'API de base qui offre tous les services de base, notamment pour la construction des interfaces graphiques. Enfin, c'est l'adaptabilité de Java dans de nombreux domaines, autant pour le web que pour les systèmes embarqués. Liste des système disposant d'une implémentation de Java : Microsoft Windows, MacOS, Solaris, Linux, AIX, OS/2, IRIX, UnixWare, HP/UX, Digital Unix, AmigaOS, BeOS, OpenVMS, FreeBSD, SunOS, RiscOS.

Il existe plusieurs distributions de Java : III-A. Je vous conseille d'utiliser JavaFX. III-B. Espace perso de Loulou - articles C++ / prog 3D. Tuto SDL. Old School Gaming & Demomaking programming. Game Programming Patterns. Amit’s Game Programming Information. What’s on this page? I’m interested in producing complexity out of simple parts. This page contains bookmarks that I collected while working on games; I did not write most of the content linked from here. As a result the set of links here reflects the types of things I needed to know: only a few specific topics (not everything related to game programming), general ideas instead of platform-specific information (graphics, sound, compilers), and ideas and designs instead of source code (I find it easier to go from an idea to code than from code to an idea).

Other sites, like Gamedev Tuts+, Gamedev, and Gamasutra, cover lots more topics than mine does. Determining how to move around on a map is an interesting problem. There are many different approaches, ranging from simple (walk forward until you hit something) to the complex (path finding algorithms with heuristics). These pages are about specific techniques for pathfinding and object movement: Code and Demos Data structures Algorithms. To become a good C programmer. February 2nd, 2011 Every once in a while I receive an email from a fellow programmer asking me what language I used for one of my games and how I learned it.

Here is an entry that list the best things to read about C. If you know of other gems, please email me or add a comment at the bottom of the page. The answer (you can skip this) As I mentioned it in a previous entry, all the commercial 3D engines I wrote so far are 95% C89 (aka "Standard C", aka "ANSI C"). Depending on the compiling platform, the 5% remaining are Objective-C (iOS) or C++ (Windows, Mac OS X) to bind the engine to the native inputs/output. I didn't know C++ well enough at the time I started writing the engines. Were those "good" choices? Bad C readings (stop skipping) I'm going to start with the things I didn't take too seriously: Internet tutorials, blogs and almost anything brought by Google (yes, it includes this article).

Like a lot of people in the industry I used to Google way too often. Excellent C readings.