Since early 2002, Shee Labs has been a group of individuals working to produce free game and media downloads. With ever-fluctuate staffing, Shee Labs continues working behind the scenes on various exciting projects for a bewildering array of areas. Shee Labs ceased to exist in September 2009.
The first in a series of programming tutorials aimed at aspiring games programmers, who have never seen code before. This tutorial introduces the programmer, the most basic programming concepts, and handles the simplest application (Hello World) in C#, C++ and J2SE (Java) as an introduction to code and development environments.
Posted by ambershee on Oct 7th, 2009 Page 2 of 8
Basic Client Side Coding.
Our instructions aren't infallible - but this is just another part of the software development process. Every programmer will make mistakes, and chances are, the code will not work as intended the first, second or even third or more times around. Sometimes we make small mistakes that are easily corrected, sometimes we make bigger mistakes, through misunderstanding or simply design flaw. Sometimes the software will behave in ways that we didn't originally intend. This is all perfectly normal and not something to necessarily worry about. Programming is an iterative process; we write code, check that it works, and if not, we fix any mistakes we may have made. If it does work as we intended, then fantastic, we can move on to the next task (and there is always a next task).
Unfortunately, actual code doesn't look like this - what we have written is a form of 'pseudocode'; a set of instructions in an easily human readable form that could later be interpreted into functional code. The code we write instead has a number of strict conventions applied to it. We adopt these conventions in the form of a 'programming language', not entirely unlike learning and using a foreign language, but this time around aimed at communicating with your computer.
Unsurprisingly, when you write code in a programming language, you'll be writing an awful lot of algebra. Computers, and subsequently programming languages were invented for this purpose - and you'll find that you'll be making awfully good use of it when programming games too - they are no exception and there's an painful quantity of complex maths involved. Fortunately, we won't be (and don't need to be) worrying about anything like that just yet.
Since the easiest way to learn to program is by doing - let's quickly dispense with all this theory and chit-chat, and get ourselves started right away...