A word of advice for all the brand new C++ homies out there
Posted: November 24th, 2018, 4:52 pm
Lots of experience being in various forms of code, primarily for business intelligence/office-y stuff, and SQL.
Never before got serious about C++. Then ole' Uncle Chili visited me in my dreams and dropped that dank logic. Hooked now.
I stopped the beginner tuts at lesson 18 or 19 (I forget) to try and push what I've learned, coupled with past experience, into developing a homage to a game called Dungeons of Daggorath. I've got the 3D environment build and largely functional...
but...
I recently opted to get ahead of myself and try to re-write/"optimize" (if you can even call it that) the code I've written (which wasn't 100%) to make it more readable, etc. Not a bad idea, in-and-of itself, but...
The initial code, while cumbersome and clunky, works, for the amount that I have completed. It just isn't 'pretty' per se. The NEW stuff I wrote, however, set me back since I ended up making brand new mistakes that I didn't think about before, leading me down different rabbit holes, chasing new things that didn't really need to be chased.
If you're new like me, and your shit is almost 100% gtg (good to go) but not quite there and not super sexy, it doesn't need to be. Not yet. My lesson from this is get my almost 100% shit working fully BEFORE trying to skim through everything and tighten the screws up. It was seriously deflating when I thought I knew more than I did and wound up with all new bullshit to deal with.
Take it slow, my dudes. Unless you're advanced and can rip through shit like whoa, take it slow and even if it's not perfect, it's a hell of a lot better for the confidence and motivation to have something that works, can be demonstrated, built upon, etc., than to have a bunch of errors pop up that didn't even need to happen in the first place.
My $.02. YMMV.
I welcome any other advice from the ninjas on this board.
Never before got serious about C++. Then ole' Uncle Chili visited me in my dreams and dropped that dank logic. Hooked now.
I stopped the beginner tuts at lesson 18 or 19 (I forget) to try and push what I've learned, coupled with past experience, into developing a homage to a game called Dungeons of Daggorath. I've got the 3D environment build and largely functional...
but...
I recently opted to get ahead of myself and try to re-write/"optimize" (if you can even call it that) the code I've written (which wasn't 100%) to make it more readable, etc. Not a bad idea, in-and-of itself, but...
The initial code, while cumbersome and clunky, works, for the amount that I have completed. It just isn't 'pretty' per se. The NEW stuff I wrote, however, set me back since I ended up making brand new mistakes that I didn't think about before, leading me down different rabbit holes, chasing new things that didn't really need to be chased.
If you're new like me, and your shit is almost 100% gtg (good to go) but not quite there and not super sexy, it doesn't need to be. Not yet. My lesson from this is get my almost 100% shit working fully BEFORE trying to skim through everything and tighten the screws up. It was seriously deflating when I thought I knew more than I did and wound up with all new bullshit to deal with.
Take it slow, my dudes. Unless you're advanced and can rip through shit like whoa, take it slow and even if it's not perfect, it's a hell of a lot better for the confidence and motivation to have something that works, can be demonstrated, built upon, etc., than to have a bunch of errors pop up that didn't even need to happen in the first place.
My $.02. YMMV.
I welcome any other advice from the ninjas on this board.