What programming language should I learn if I want to make my own video games?

What programming language should I learn if I want to make my own video games?

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  1. 3 weeks ago
    Anonymous

    unity

    • 3 weeks ago
      Anonymous

      Unity isn't a programming language you fat sack of shit

      • 3 weeks ago
        Anonymous

        unity uses c#

        • 3 weeks ago
          Anonymous

          while true, UScript itself is based on javascript

          • 3 weeks ago
            Anonymous

            learn unity (c#), moron. i won't post again.

            • 3 weeks ago
              Anonymous

              unity uses c#

              1: something you're comfortable with
              2: C#

              C is better

              • 3 weeks ago
                Anonymous

                C deez nuts

          • 3 weeks ago
            Anonymous

            Javascript is similar enough to c# that you learn one the learning curve for the other is not as bad

    • 3 weeks ago
      Anonymous

      >Unity in 2024

  2. 3 weeks ago
    Anonymous

    PHP

  3. 3 weeks ago
    Anonymous

    1: something you're comfortable with
    2: C#

  4. 3 weeks ago
    Anonymous

    blender, because 50% of the work is animation.

  5. 3 weeks ago
    Anonymous

    Pascal

  6. 3 weeks ago
    Anonymous

    If you have to ask you are ngmi

  7. 3 weeks ago
    Anonymous

    >Learning to write code in the incoming age of AI
    Do not

    • 3 weeks ago
      Anonymous

      you total codelet don't ever speak on this topic again. ai won't be effective in gamedev for at minimum a century. like i said, do not ever post again you nodev

      • 3 weeks ago
        Anonymous

        >for at minimum a century
        >first AI picture generation introduced in 2022
        >images were all nonsense
        >the year is 2024
        >AI images are on the brink of being indistinguishable from real pictures
        AI is advancing at an accelerated rate. I give it 5 years before it replaces pajeet level coders.

    • 3 weeks ago
      Anonymous

      even if we get ai that writes code that isn't complete shit it will still be useful knowing how to read code so you can fine tune it

      • 3 weeks ago
        Anonymous

        How about you fine tune my ass with your wiener

  8. 3 weeks ago
    Anonymous

    Learn to use Gdevelop 5 for 2D shit. It has neat visual scripting thingamajing.

    Godot is for 3D, and supports C# + visual scripting.

  9. 3 weeks ago
    Anonymous

    Megumin is shit.
    Darkness is golden.

    • 3 weeks ago
      Anonymous

      Mid taste
      Luna is the best

      • 3 weeks ago
        Anonymous

        >A literal femcel
        >Best

  10. 3 weeks ago
    Anonymous

    GD Script :^)

  11. 3 weeks ago
    Anonymous

    Do any of you gays have/know guides or books about modding PSX games? I couldn't care less (or know for that matter) about programming or computers, but i REALLY want to "fix" my favorite childhood games.

    I wont let my below 80 IQ get in the way of my dreams.

    • 3 weeks ago
      Anonymous

      You're going to be need to know how to program well and reverse engineer. It's pretty hopeless without the background.

      • 3 weeks ago
        Anonymous

        Yeah, i was told something similar before, like a dozens times already. Still, some directions and hints wouldn't hurt.

        As i said, being fricking moronic is a steep obstacle i am willing to overcome if it means fixing my childhood gaymz.

  12. 3 weeks ago
    Anonymous

    Hebrew

  13. 3 weeks ago
    Anonymous

    Kazuma's wives getting along

    • 3 weeks ago
      Anonymous

      It's better when they fight though

      • 3 weeks ago
        Anonymous

        >though

    • 3 weeks ago
      Anonymous

      It's better when they fight though

      he's so lucky

  14. 3 weeks ago
    Anonymous

    you have to use the process of elimination
    >is it an interpreted language?
    >is it a portable language?
    >does the language force you into "functional" or "clean" programming paradigms?
    >does it prevent you from communicating with native OS APIs and drivers (win32, directx, opengl, vulkan, etc)?
    >does it prevent you from managing your own memory?
    >does it require users to install external software to run a binary?
    in the end this leaves you with C and C++ (if you can behave yourself)

  15. 3 weeks ago
    Anonymous

    C++ or C#
    Depends how much you like object oriented programming which one but both are used widely in game development.

    You could also learn python if you wanted to make shitty VN games and nothing of value.

    • 3 weeks ago
      Anonymous

      >C++ or C#
      Learn C like a real man you fricking pussy

      • 3 weeks ago
        Anonymous

        Never.
        You can't make me.
        Besides like 80 percent of all video games ever are coded in C# and C++.
        Using C to make video games is literal hipster-tier fart sniffing shit.

      • 3 weeks ago
        Anonymous

        You're not writing a low level library. You're writing stuff like "when you enter this area, set this flag to X." No reason to do that in C

        • 3 weeks ago
          Anonymous

          yes there is: performance
          C++ can do it, but you have to behave yourself and stay away from the STL abstractions
          write C++ like you're john carmack in 2004

          • 3 weeks ago
            Anonymous

            You'd have to do something very dumb or very crazy to hit performance problems with your game logic code.

            • 3 weeks ago
              Anonymous

              90% of your game is gameplay scripts, you would be delusional to think they have no impact
              like it or not, they are critical for performance and even more importantly, memory usage
              all games written in java or C# leak memory like crazy

            • 3 weeks ago
              Anonymous

              I do lot of recursive coding. Which is why is can't use python

              • 3 weeks ago
                Anonymous

                What language allows you to do that without a performance penalty? I know Lua does tail call optimization.

              • 3 weeks ago
                Anonymous

                Don't do recursive shit you undergrad, real computers are not optimized for that even if it looks "elegant"

              • 3 weeks ago
                Anonymous

                It's how I get the job done anon. I'm an EE not a CS if they don't like the way I do things the fault is on them for putting a non programmer is a dev role.

              • 3 weeks ago
                Anonymous

                I can smell your post, SAAR

      • 3 weeks ago
        Anonymous

        We have saying in engineering
        Don't reinvent the wheel

        • 3 weeks ago
          Anonymous

          >not reinventing the wheel
          scrub

        • 3 weeks ago
          Anonymous

          >the wheel right now
          it needs to be "re"invented moron, especially due to hardware and graphics API changes

  16. 3 weeks ago
    Anonymous

    Go learn soms Brainfrick pleb

  17. 3 weeks ago
    Anonymous

    Python if Godot
    C# or C++ for other engines

  18. 3 weeks ago
    Anonymous

    I will make megumin pregumin

    • 3 weeks ago
      Anonymous

      What prevents Megumin from shitting and pissing herself after casting Explosion?

      • 3 weeks ago
        Anonymous

        Cute anime girls don't shit

  19. 3 weeks ago
    Anonymous

    rpg maker

  20. 3 weeks ago
    Anonymous

    C++ with SDL library for 2D games. Unreal Engine for 3D games, because making your own 3D engine is too much of a hassle.

    • 3 weeks ago
      Anonymous

      Only real answer.

  21. 3 weeks ago
    Anonymous

    You don't need to learn a language anymore, thanks to unity and unreal engine. Whether this is related to the drop in the quality of games in the past 1 or 2 decades is another topic.

    • 3 weeks ago
      Anonymous

      It is not related you are just getting old

      • 3 weeks ago
        Anonymous

        Are you trying to imply that modern games are as good as the old ones or possibly even better?

        • 3 weeks ago
          Anonymous

          Most likely, every generation complains about things being worse. The most logical conclusion I can make is we're just ornery old men now.

          • 3 weeks ago
            Anonymous

            no one complained that games were getting worse in the 90s

            What about rust? Isn't that the one to learn for memory safety? Whatever hell that means .

            you're getting into uncharted territory if you use rust, it can perform well but it's just as likely to make you tear your hair out

          • 3 weeks ago
            Anonymous

            This can be easily disproven by playing old games you've never played before. Trust me, they're actually good.

            • 3 weeks ago
              Anonymous

              >Trust me, they're actually good.
              Recommend me 5 games

    • 3 weeks ago
      Anonymous

      >You don't need to learn a language anymore, thanks to chatgpt
      Here ftfy

    • 3 weeks ago
      Anonymous

      tech illiteracy: the post

  22. 3 weeks ago
    Anonymous

    How the hell was that dude able to make a video game using fricking Assembly? He made up his own levels of abstraction, the absolute fricking beast. That's like communicating with other person using 0s and 1s.

    01001001 00100111 01101101 00100000 00110001 00110000 00110000 00100101 00100000 01110011 01110100 01110010 01100001 01101001 01100111 01101000 01110100 00101100 00100000 01100010 01110101 01110100 00100000 01001001 00100000 01110000 01110010 01101111 01101101 01101001 01110011 01100101 01100100 00100000 01101101 01111001 01110011 01100101 01101100 01100110 00100000 01110100 01101111 00100000 01110011 01110101 01100011 01101011 00100000 01100001 00100000 01100011 01101111 01100011 01101011 00100000 01100010 01100101 01100110 01101111 01110010 01100101 00100000 01001001 00100000 01100100 01101001 01100101 00100000 01100010 01100101 01100011 01100001 01110101 01110011 01100101 00100000 01110011 01101111 01101101 01100101 01110100 01101001 01101101 01100101 01110011 00100000 01110100 01101000 01100101 01111001 00100000 01101100 01101111 01101111 01101011 00100000 01100100 01100101 01101100 01101001 01100011 01101001 01101111 01110101 01110011

    • 3 weeks ago
      Anonymous

      01100010 01000111 01001010 01101111 01001001 01000111 00110101 01101100 01100011 01101001 01000010 00110000 01100010 01101101 01110111 00111101

  23. 3 weeks ago
    Anonymous

    Don't fricking use Unreal Engine it's 120GB and uses C++ which is NOT beginner friendly if you're a codelet. I recommend Godot or GameMaker.

    But you want to learn programming and algorithm basics first, learn how to *think* like a programmer. Then you learn the basics of objected oriented programming. You don't need to go college level but do try to pay attention.

    Godot uses GDScript as it's main language and it's pretty decent, similar to python, but you should try avoiding bad practices like lazy, badly designed loops and checks, and try to enforce static typing whenever possible for consistency. The documentation has a lot of tips and you *should* look up online examples on how to do it. DOCUMENT YOUR SHIT SO YOU KNOW WHAT IT DOES.

    For actual game coding, you want to look up things like singletons. In Godot they're called autoloads, but they're basically code/scenes that are always active during the entire game's execution, and you can use them to do a lot of things like handling the game's loop, handling events and cutscenes, handling audio and video, save data (prepare to fricking die), and more.
    Look up examples on the setup for game scenes. Don't use shitty youtube tutorials for anything more than "how to move a character" or "how to setup cameras" because they usually don't actually teach you how to structure your game in a way that you can actually expand it nicely, giving you insane tech debt. Learn how to instance things, how to create generic classes to be reused by other objects, how to handle "pools" of objects and deleting things when no longer needed, learn how to optimize collision and occlusion culling.

    **Make your first game a small scale**. There are challenges only faced at the late stages of development that you should know of.

    And from then on it's art design and actual game design, which you'll only get by actually fricking playing games and *thinking* about their design and why they're made the way they are. Don't be a dumb consoomer.

    • 3 weeks ago
      Anonymous

      combo:

      You need to *LEARN HOW TO USE YOUR TOOLS*. Blender, Aseprite, Clip Studio Paint, FL Studio, Godot, Gamemaker, Photoshop, PaintNET, Krita, Zbrush, Blockbench, Unreal Engine, Unity, Gamemaker Studio, Renpy, RPG Maker, Visual Studio Code
      It doesn't fricking matter what you're using, there is a high possibility you will need to use a lot of different tools in order to develop a game, *and your focus should be in trying to develop a "workflow" that lets you use them in a efficient, non-handicapped way for yourself and your capabilities*. And this is only found by practice and watching others do it.

      Another thing
      *Find Friends!*. If you want to be a programmer, guess what, you're in luck! There are HUNDREDS of THOUSANDS of artists of all types out there who would LOVE to develop a game, but don't have the bravery to interact with the DEVIL'S LANGUAGES (programming), meaning you can simply hit up some artists and ask them "hey you wanna make a game together if you're free?". Try asking small artists of course, be fricking humble and recognize the efforts of everyone you work with. Making fangames is a *great* way to get artists and other dev buddies because people enjoy media and they will be hyped to work on fan projects of said media they enjoy much more easily than they would be an original project by someone else.

      Work with your strengths (and find them if you haven't already), be that programming, drawing, music, design or god forbid, writing (which in this case I'd also multiclass into something like design and networking if you're gonna be this much of a cuck).

      I will reinforce again the point of trying to *finish* a small project first. Finishing a game will give you such exponential amounts of experience that making endless prototypes and "dipping your toes" never will, and will also give you actual credibility, even if it's a hidden game you'll never show to another human being out of shame.

      Now go and don't give up, or I'll kill you.

    • 3 weeks ago
      Anonymous

      combo:

      You need to *LEARN HOW TO USE YOUR TOOLS*. Blender, Aseprite, Clip Studio Paint, FL Studio, Godot, Gamemaker, Photoshop, PaintNET, Krita, Zbrush, Blockbench, Unreal Engine, Unity, Gamemaker Studio, Renpy, RPG Maker, Visual Studio Code
      It doesn't fricking matter what you're using, there is a high possibility you will need to use a lot of different tools in order to develop a game, *and your focus should be in trying to develop a "workflow" that lets you use them in a efficient, non-handicapped way for yourself and your capabilities*. And this is only found by practice and watching others do it.

      Another thing
      *Find Friends!*. If you want to be a programmer, guess what, you're in luck! There are HUNDREDS of THOUSANDS of artists of all types out there who would LOVE to develop a game, but don't have the bravery to interact with the DEVIL'S LANGUAGES (programming), meaning you can simply hit up some artists and ask them "hey you wanna make a game together if you're free?". Try asking small artists of course, be fricking humble and recognize the efforts of everyone you work with. Making fangames is a *great* way to get artists and other dev buddies because people enjoy media and they will be hyped to work on fan projects of said media they enjoy much more easily than they would be an original project by someone else.

      Work with your strengths (and find them if you haven't already), be that programming, drawing, music, design or god forbid, writing (which in this case I'd also multiclass into something like design and networking if you're gonna be this much of a cuck).

      I will reinforce again the point of trying to *finish* a small project first. Finishing a game will give you such exponential amounts of experience that making endless prototypes and "dipping your toes" never will, and will also give you actual credibility, even if it's a hidden game you'll never show to another human being out of shame.

      Now go and don't give up, or I'll kill you.

      saved for when I grow and change as a person

    • 3 weeks ago
      Anonymous

      >Don't fricking use Unreal Engine it's 120GB and uses C++ which is NOT beginner friendly if you're a codelet. I recommend Godot or GameMaker.
      But I'm making an FPS

      • 3 weeks ago
        Anonymous

        Godot and Unity can also make competent FPS games

        Put the following in your head. *Unreal engine is geared towards professional studio use.* It's not meant to be beginner or amateur friendly, it's a tool for professionals geared for much more advanced workflows. You CAN do it, but expect to spend at least a week just trying to find out how to make things work. And prepare for 150+GB project sizes.

        As a comparison, Unity usually takes up 8GB, and Godot doesn't go over 2 gigs

        • 3 weeks ago
          Anonymous

          Name one FPS for Godot that isn't Cruelty Squad

          • 3 weeks ago
            Anonymous

            The one I'm making

            Everyone's waiting for 4.X to fix some pet peeves with Vulkan. I'm particularly waiting for 4.3 while I develop another project on my friend's studio

            • 3 weeks ago
              Anonymous

              Based. How do you build your levels?

              • 3 weeks ago
                Anonymous

                scenes for maps have the models, environment, collision, items and interactables. Entities like the player, enemies, events and NPCs are usually spawned in depending on parameters from the gameloop and the game state (fancy of way of saying "this is where the player is entering from/this is what is already picked up or what enemies have been killed") on positions defined by markers. This is usually more than enough for most games and anything more complex seems overkill for what I'm doing.

                I make the models themselves on Blender and textures on Aseprite (though I also use a lot of free assets for stuff no one will notice like textures for shit like rocks for obvious reasons, as long as it fits the art design of the game and its shaders/environment)

              • 3 weeks ago
                Anonymous

                So Godot is as usable for you as traditional map editor tools?

  24. 3 weeks ago
    Anonymous

    You learn object oriented programming, C++ and C# being basically the only options

    • 3 weeks ago
      Anonymous

      What about rust? Isn't that the one to learn for memory safety? Whatever hell that means .

      • 3 weeks ago
        Anonymous

        No, mainly because you will have to write all by yourself, reinventing the wheel in rust is a ticket to dev hell

  25. 3 weeks ago
    Anonymous

    What's the learning curve like for programming? If I start today, how many years will it take me to become fluent in programming?

    • 3 weeks ago
      Anonymous

      It varies a lot between individuals. You could be pretty fluent in a year or less if you don't get hung up on the basic concepts

    • 3 weeks ago
      Anonymous

      Fluency is a vague term and isn't really what you should be aiming for.

      It generally takes about 3-6 months of learning and practicing daily to reach a level of basic competence in your first programming language. This is when you understand the language well enough to create basic programs, but likely still stumble with more complex concepts.

      It usually takes about 6-12 months of said practicing and learning to reach a 'professional' level of competency in that language. This is when you are good enough that you could work as a programmer in the language and actually do the job. You can code more complex stuff.

      From there your understanding of the language will continue to become more fluent over the years (fluency here referring to how quickly and efficiently you're able to create the code you want/need to create and how much you need to consult external resources while coding), but those first two stages of competency are honestly the ones that matter.

      As for the learning curve. It's more like a steep wall for the first 3 months followed by a plateau for the rest of the time. The first few months of learning and understanding all the basic concepts are rough, but as long as you properly understand all the groundwork, improving after that is just a matter of regular practice and doing projects that test your ability.

  26. 3 weeks ago
    Anonymous

    Game programming is hard. Learning programming languages itself is the easiest part.

  27. 3 weeks ago
    Anonymous

    5.56×45mm

  28. 3 weeks ago
    Anonymous

    >I lost marks in my programming topic because my code was functional but not very readable
    Frick you professor.
    It works just fine, not my fault you can't read my code.

    • 3 weeks ago
      Anonymous

      Post your github

  29. 3 weeks ago
    Anonymous

    Learn c/c++ through any introductory book then learn to do fancy shit with Javascript then learn the language of whatever engine fits your idea better

    • 3 weeks ago
      Anonymous

      >BR
      >br
      >Br
      huaehuaehuaehuaheuhaeu

  30. 3 weeks ago
    Anonymous

    I'm using sqlite and NO ONE can stop me

  31. 3 weeks ago
    Anonymous

    Coding is a gay meme. Run far away from it and learn something actually fulfilling like fixing planes.

  32. 3 weeks ago
    Anonymous

    Can't believe there are still morons using Unity.
    Imagine paying a constant royalty for every random sdk, library, and tool you use. Then to steam and whoever the frick else.
    Even multi-million dollar companies don't take deals that stupid.
    Unity isn't worth more than a few hundred at most.

  33. 3 weeks ago
    Anonymous

    You're on Ganker so use Fortran.

  34. 3 weeks ago
    Anonymous

    Assembly

  35. 3 weeks ago
    Anonymous

    Start with Java.
    If you cant learn Java don't code

    • 3 weeks ago
      Anonymous

      C# is already extremely similar to Java. No point in not starting with it unless you have a reason to use Java specifically.

  36. 3 weeks ago
    Anonymous

    GDScript

  37. 3 weeks ago
    Anonymous

    How complex is coding

    • 3 weeks ago
      Anonymous

      It's super easy, if you're capable of shitposting here you're capable of coding.
      gays will try to scare you away by making it sound hard because they're scared of competition.
      Just download a compiler and some example code then look up tutorials on how to modify it until it does what you want.

    • 3 weeks ago
      Anonymous

      as complex as you want it to be
      plenty of morons make games using braindead methods and hardware is strong enough you don't need to understand how to optimize for most indie dev usecases
      unless you're doing voxel games or factorio games or other computation heavy games in which case you're probably going to need to learn things like low level graphics programming and fairly low level multithreading

  38. 3 weeks ago
    Anonymous

    Haha explosions amirite so funny xD

  39. 3 weeks ago
    Anonymous

    FLAT CHEST

    I LOVE FLAT CHEST I LOVE FLAT CHEST

    UUUOOOOOOOOHH FLAT CHEST EROTIC

  40. 3 weeks ago
    Anonymous

    C++
    t. Golang and C cuck

  41. 3 weeks ago
    Anonymous

    Learn to suck dick reaaaal good, then you can "develop games" under the desk, while the programmer and artist do the heavy lifting.

  42. 3 weeks ago
    Anonymous

    C#, or anything else, it doesnt matter. Don't fuss over the tools, just make something. Make use of middleware like Godot, Unity, GameMaker, RPGMaker to shorten down the time spent on resource management.

  43. 3 weeks ago
    Anonymous

    Does C# in Godot still kind of suck? I thought I read they were going to rewrite the way it interfaces with the engine.

    • 3 weeks ago
      Anonymous

      Yeah it still has some problems but I've been able to work around most of them.

  44. 3 weeks ago
    Anonymous

    Does C stand for wiener?

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