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Game. Dev. net Community Forums+1 to what others said. Learn programming, from the ground up. With your goal of becomming a game programmer (emphasis on that, as a someone that wants to learn programming as a means to an end and not to become a true programmer might get a different response from me), you should really get into the whole programming world first before concentrating on game development. Learn the basics, learn the differences between functional programming and OOP, learn what a compiler does and differences between compiled code and script files, and just start. Any language. Doesn't matter, really. I know a lot of people will want to burn me for this, but 9.
The Syntax might be different, but all of them know Arrays, Methods or Functions, most will allow you to develop Object oriented, and all of them will teach you these basics. If you start out with Python before moving to C++, or start out with C++ to find out you need to branch into Java later on does not matter that much. All languages will have their specialities you will need to learn (memory management for C++ for example, not needed in managed languages like Java or C#), all are slightly different in Syntax, but almost all of them share common ancestors (C, mostly) and are therefore quite close to each other. When you "mastered" one language (no thing like that really, you can learn new stuff about a language even after years of working with it professionally), you should be able to transfer your knowledge to a new one in a very quick fashion, only needing to look up the Syntax and the languages specialities.
There are more than enough resources about "learning Java for C++ developers" on the web and in books, so really, the more languages you know, the easier it becomes to adopt to a new one. About starting with an engine or without: I know a lot of people will tell you start from scratch, and start with easy games, working your way up. This is a very good approach and I would also encourage you to try it out at least two or three times. Nothing will tell you how every current engine works at its heart like writing your own game loops. Makes it easier to understand later on why an engine works the way it does (which is very different from how for example business web applications are built up internally, because they have no "endless loop" at their core). Of course it is also pretty easy to take an engine, and start writing code for it to get objects moving quickly, if you already know how to program.
A lot of engines are free and have good documentation and large communities (Unity, UE4 for example), all you need else is some free or stock art 3. D Models, some game idea and some time to wire things together in the engine editor and write some code. You will see stuff moving in 3. D in no time (altough it will msot probably still be moving in the wrong direction, if this is your first try ; ) ). Just be aware: No engine will save you from programming. No engine will give you all the game logic you need.
And with 3. D Graphics and Engines come all the complications of calculating your game logic in 3. D Space now. So really, learn to program, write your first simple games, then move over to engines, if you feel ready and are sure this is the way you want to follow. Some people will keep writing their games from scratch without the help of an engine, and for simple games, I even think that is the more sensible approach. It all depends on what you want to achieve, how you learn best, and also, what sounds more fun to you.@ No. Damn. H: C++ is just as much an OOP Language as Java and C#. That is one of the main differences between C and C++, AFAIK.
The real differences between Java / C# and C++ is the fact that the former are managed languages (thus garbage collected), while the latter, out of the box, is not (memory management is done by the programmer itself). Then there are pointers that Java lacks, and other differences, but C++ is OO at its heart just as much as the other languages. Maybe I misread your statement.. Edited by Gian- Reto, 2.
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