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SOLVED i want to code video game engines or code video game anything ill be out of high school in a year or two and my school doesn't offer any coding classes I have tried reading and teaching myself C++ but its very slow and difficult so when i go to college what classes should i look for to do my dream i would like to code physics engines and or graphical engines. and how much math is involved with coding and to what extent like is it just multiples or long hard algorithms?please help!

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You should start by making mods. Grab the UDK and start programming simple stuff. There are a few tutorials out there that will guide you through this process.

Yea, coding physics and graphic engines requires a lot of math. You'll be dealing with vectors, matrices, trigonometry, algebra. So I hope you really enjoy doing math because that's essential for game engine programming.

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You should start by making mods. Grab the UDK and start programming simple stuff. There are a few tutorials out there that will guide you through this process.

Yea, coding physics and graphic engines requires a lot of math. You'll be dealing with vectors, matrices, trigonometry, algebra. So I hope you really enjoy doing math because that's essential for game engine programming.

any game engine or just those ones like what about AI engines?

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You have to do AI yourself, there isn't an "engine" per say. AI is very complex, we are talking about high-level university course in a Bachelor degree in software engineering or computer science as an intro class. You'll be looking possibly as a Master degree class for AI.

But in games.. at least at the level you'll working on your first project, most of the time, you'll be working with a basic AI. I dont' think you'll need to go that far in your studies, just a lot and I mean a lot of time, and experiments.

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Anything that is at the very core of the game engine will most likely require a lot of math. How can you code intelligent enemies if they aren't aware of the world they are in ? And to know that, you're still gonna need to calculate thing like : how far am I from the player, should I run for cover ? where ? is there cover near ? can I throw a grenade at him or is there an obstacle between us ? All these things will require mathematic calculations, add to that all the behavioral math involved.

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You should start by making mods. Grab the UDK and start programming simple stuff. There are a few tutorials out there that will guide you through this process.

Yea, coding physics and graphic engines requires a lot of math. You'll be dealing with vectors, matrices, trigonometry, algebra. So I hope you really enjoy doing math because that's essential for game engine programming.

a lot of math is relative of course. Compared to other computer science majors, probably more, but I would say you only need about 3 semesters of calculus, and maybe 5 semesters of math total if you want to include linear algebra and ODEs. My guess is that you dont need any Analysis courses, PDEs, Discrete math, or abstract math. The math that you will be doing is very vey easy by math standards go, but not by normal standards.

I have a 2019 macbook pro with 64gb of ram and my gaming pc has been in the closet since 2018

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Math is HUGE when it comes to this kind of programming. Everything is math in programming, and looking at it as math is sometimes the simple way of figuring out what needs to be done.

In my current embedded system (Movie Bomb Prop) I have spend the last 3 days trying to get a count down timer to accurately count done from 5 hours. While this is extremely simple to do the fact that the crystal used to time the system was not as accurate as it was suppose to be has lead to a lot more math then it should have been, Embedded systems have more variables then a computer program but this just shows how a simple issue can cause a lot of issues and use a lot of time if something is not perfect.

Wait till you have several pages of code and something starts acting up that is when you have to love programming to continue.

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You should start by making mods. Grab the UDK and start programming simple stuff. There are a few tutorials out there that will guide you through this process.

Yea, coding physics and graphic engines requires a lot of math. You'll be dealing with vectors, matrices, trigonometry, algebra. So I hope you really enjoy doing math because that's essential for game engine programming.

Well I'm no good at art or design or math I can manage math but I'm not to good and in the case of mods on my current computer it can only run mine craft and mine craft is written in Java so what do I mod and how do I test it could you by chance link me to an article or video series describe the process?

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Anything that is at the very core of the game engine will most likely require a lot of math. How can you code intelligent enemies if they aren't aware of the world they are in ? And to know that, you're still gonna need to calculate thing like : how far am I from the player, should I run for cover ? where ? is there cover near ? can I throw a grenade at him or is there an obstacle between us ? All these things will require mathematic calculations, add to that all the behavioral math involved.
Well what is there in gaming that is based mostly on coding g that doesn't take too much math I can manage a bit but math isn't my strongest subject

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Math is HUGE when it comes to this kind of programming. Everything is math in programming, and looking at it as math is sometimes the simple way of figuring out what needs to be done.

In my current embedded system (Movie Bomb Prop) I have spend the last 3 days trying to get a count down timer to accurately count done from 5 hours. While this is extremely simple to do the fact that the crystal used to time the system was not as accurate as it was suppose to be has lead to a lot more math then it should have been, Embedded systems have more variables then a computer program but this just shows how a simple issue can cause a lot of issues and use a lot of time if something is not perfect.

Wait till you have several pages of code and something starts acting up that is when you have to love programming to continue.

What kind of game coding doesn't require a huge amount of math I can handle a bit but I'm not great at math? And how do I decide what kind of program to make. Also could you tell me a good compiller for windows vista for free?

i5 3570 | MSI GD-65 Gaming | OCZ Vertex 60gb ssd | WD Green 1TB HDD | NZXT Phantom | TP-Link Wifi card | H100 | 5850


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Using an SDK like UDK requires less math than coding the core game engines. For example instead of having to code the entire pathfinding mechanic, you simply use it (player->Move(x,y,z)). That's why I suggested you start with that.

But I don't think you fully understand what a game programmer does. I know it may sound like a lot of fun to "make a video game", but you need to keep in mind that being a game programmer doesn't necessary involve things like making the levels, or putting the monsters where you want them, etc. Maybe what you are looking for is "Game Designer", or "Level Designer". From what I've heard, working in the game industry isn't all that ponies and rainbows, like it might seem from the outside. The crunch times can be horrible, I know some people that are working or have worked in the industry and they have told me that sometimes you need to work 60+ hours / week even if you are only paid the regular 40 hours. Anyway, I just wanted to make sure you knew where you are going with this, because there are a lot of misconceptions about being a game developer.

So, to reiterate what I said, grab the UDK and start making something, you'll soon find out if programming is for you or not.

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I fully agree with Ti133700N.

Also getting started in gaming is hell, in the sense that you think you'll be working on AAA games, but no. Unless you are extremely lucky, you'll start with cellphone games.. forget iPhone... I mean Java basic games on cellphones (well that might change to smartphone once you get your degree, but that's the state you start now), then you get to do iPhone/Android/WP games. Then you'll be working on shitty games, possibly Facebook style games also. When you'll get to PC, you'll be doing stuff like Barbie and friends and the likes. Yup that level. Then you'll get to work on movie license games, then to good games but not AAA (unless by magic it turns into a AAA game), and then AAA game.

Now, the above is not "To the letter", you might be able to jump steps, you might even go into console (home or portable) gaming, and so on. But it's get you get the idea, that you won't jump working on Assassin Creed or Call of Duty first day on the job.

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I fully agree with Ti133700N.

Also getting started in gaming is hell, in the sense that you think you'll be working on AAA games, but no. Unless you are extremely lucky, you'll start with cellphone games.. forget iPhone... I mean Java basic games on cellphones (well that might change to smartphone once you get your degree, but that's the state you start now), then you get to do iPhone/Android/WP games. Then you'll be working on shitty games, possibly Facebook style games also. When you'll get to PC, you'll be doing stuff like Barbie and friends and the likes. Yup that level. Then you'll get to work on movie license games, then to good games but not AAA (unless by magic it turns into a AAA game), and then AAA game.

Now, the above is not "To the letter", you might be able to jump steps, you might even go into console (home or portable) gaming, and so on. But it's get you get the idea, that you won't jump working on Assassin Creed or Call of Duty first day on the job.

thank you and i wasnt looking at AAA titles right away

i5 3570 | MSI GD-65 Gaming | OCZ Vertex 60gb ssd | WD Green 1TB HDD | NZXT Phantom | TP-Link Wifi card | H100 | 5850


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Math is HUGE when it comes to this kind of programming. Everything is math in programming, and looking at it as math is sometimes the simple way of figuring out what needs to be done.

In my current embedded system (Movie Bomb Prop) I have spend the last 3 days trying to get a count down timer to accurately count done from 5 hours. While this is extremely simple to do the fact that the crystal used to time the system was not as accurate as it was suppose to be has lead to a lot more math then it should have been, Embedded systems have more variables then a computer program but this just shows how a simple issue can cause a lot of issues and use a lot of time if something is not perfect.

Wait till you have several pages of code and something starts acting up that is when you have to love programming to continue.

none. coding is math. your best bet is to use a SDK and use the premade engines. you will learn how to tweek the code as you use it and start to learn the math involved.
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Not to disappoint you or anything there, but get VERY familiar with calculus and physics, those are the two crucial aspects to game development as alot of games out there become more and more realistic.

But if you really are that bad at math... I don't think you'll be very successful at it... maybe just casual programming but unlikely to succeed in a career of Computer Programming.

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Actually this is not really true. I mean unless you are horrible at math... that's a different story, as programming is math... the logic part of it.

If you are doing game developing, it's more Linear Algebra than Calculus. Also, assuming you are not good in either... despite actually trying to be good with excess amount of practice (Calculs is a math field that requires excessive amount of practice, for most, you don't "just get it", like that). Most desktop/phone/etc. software applications don't require any math. If we ignore Windows Calculator, Windows doesn't require calculus or linear algebra, unless you work on the interface engine of Windows, which is like what? 10% of the entire OS?

One thing that I do know, is that many people aren't good with math, because they don't know how to study for math. And I don't care what anyone says, VERY few math books are good. Most of them, and most likely what you school uses, is extremely theory base, and poorly explained, with piss poor examples... if any. Some people have a particular skill that they develop to understand these books, especially if they got a good math teacher that thought them how to understand math books at an early stage, and doesn't just damn the book on you, and go "you figure it out". In such situation, the trick is to look at resources online, and even get a godo firend to help you or tutoring, which will explain to you the principal behind what you are doing in a simple mather, give you examples on how it is used to give you in your head a purpose and usefulness of what you are learning (if it's not useful to your eyes, your brian will throw it at the trash as soon as you do your final, and you'll be like "What did I learn?"), and then teahc you how to solve it with step by step exmaple and move forward to progressivly more challenging problems. The rest is you practicing, and practicing and practicing, and attitude. If you act interested and give your self reasons and benefits for doing what you did (beside getting your degree at the end.. I mean actual benefit), you'll be interested... if you go moan and complain at every questions your do... well... your not going anywhere.. Then you came at the exam, all relax and chill, and as you see the questions you have a big smiles on your face as you know how to do them, you do them... and then you get A+.

So know you know the secret for being good in math.

And if you wonder how much practicing you need? Like 2 problem? 5 problems? Well see it this way especially at university: Studying is a full time job (7h per day), including week-ends. And Math and Physics takes the most of your time. I do know some people at Univeristy, that everytime they take a Math class, they only take 2 or 3 courses instead of 4 or 5. Because they can't handle the work load. Yes, it adds a 1-2 years at the end, but if it means getting good grades, and fully understanding the topic, why not.

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I don't mean to be negative, but computer science(programming, coding) is MATH. If you aren't good at math, or don't like doing math... I hate to say it but either look for another career or learn to love math.

With cs you need to use math a lot because it IS math. You also need to be able to think logically.

That said, if it's something you really want to do, take an intro to cs course your freshman year of college (before declaring your major and getting in too deep), and if you don't think it's hard after that go for it. Personally, I hate math, but I'm good at it, and i plan on dual majoring in CS and biology, and I'm a premed student. It's not impossible but just realize that there's going to be a ton of math and you'll end up learning it.

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Yes, by Math is very broad term. Some people might not be very good in Calculus, lets say, but love problem solving and the logical part of math. Some hate proofs, but understand the purpose and are good doing math, and like the rest. While they are logical level proofs in Computer Science, it's by far not the same degree as if you go get a major in math or actuarial. So that is something to determine by yourself. If you hate everything about math, or especially the logical part of math. Then you won't do good in Computer Science, nor Software Engineering as they share the same course than Comp Science. In fact, in most universities Soft Eng = Computer science practically + Ethics class so that you can take the Eng exam, once you graduate and have experience with an certified Engineer and follow the state or provincial laws requirement and pass the Engineering exam later on, and you can call yourself an Engineer and not an Engineering in training.

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  • 2 weeks later...

Like BenHTBT said, You need to be strong in Math if you want to code game engines. You can give computer science a go, but only if you give your best all the time and practice ALOT. A Tip don't try to code a big complex game. Start small like a basice 2D game where you run and jump. Then you start adding extra functions and methods to improve the game content.

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