I feel like this would be a more appropriate introduction to C++, no?
Anyway, I have recently started learning C++. It's not quite as intimidating as it first seemed. But then I suppose that's true of most languages.
Now, as much as I'd like to just learn everything possible, and write my own engine, etc., I really don't see it happening. Naturally, as a sound designer, my focus will be on audio. I definitely want to get a good base for general C++ knowledge without being overburdened by things I'm not really looking to use - for instance graphics, 3D rendering, physics. I could see how basic 2D shapes and things could be useful as a visual reference to go along with the audio, but not more than that. So I'm curious if anyone has any thoughts on what to focus on, things to look out for, etc. I definitely want to be able to work with FMOD, but also be able to implement my own algorithms for audio manipulation. Also, any other interesting audio-related libraries that you know of would be great. Oh yeah, and any books that may help. I'm using "Sam's Teach Yourself C++ in 21 Days" right now, as I had remembered Falco mentioning it in one of the videos. Thanks.
cout << "Goodbye, World!";
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Re: cout << "Goodbye, World!";
Learninng the lannguage itself should be your focus. If you learn the language you can later use all different sorts of API's for your redering / physics simulation.
Before all, you should decide if you want to learn it or not. this could be a waste of time if you decide that don't need it.
Before all, you should decide if you want to learn it or not. this could be a waste of time if you decide that don't need it.
Re: cout << "Goodbye, World!";
FMOD is so ridiculously easy.. you need like a week of C++ experience to get FMOD working.
Some person, "I have a black belt in karate"
Dad, "Yea well I have a fan belt in street fighting"
Dad, "Yea well I have a fan belt in street fighting"