No.1063
>>1062Find yourself a good project which you would like to use after it is done and do it in/with technology you want to learn. Start with something simple to not throw it away after few days of stagnation because you do not know how to start.
Please note that few days spent on research are worth the final effect of the work.
No.1064
>>1063i cant find any projects
No.1071
How much do you already know? Choose one of the languages you listed and focus on that. If you already know the basics of it, I would recommend finding an algorithm and data-structures textbook and going through it.
No.1074
>>1071I've most programmed in a C based language called Danmakufu to make some bullet hell games. So most of my knowledge is around C.
No.1075
>>1074Is there anything you are particularly interested in? Graphics, networking, compilers, etc.?
No.1077
>>1075Graphics probably. Or anything to do with game development
No.1078
I learned how to program using lua and love2d, an sdl 2d game engine written in C. I would suggest this because not only are lua and C best friends, lua is like C procedural. Of course, there are ways to accomplish OOP should you want to, just like in C.
If you realy want to focus on C, check out SDL, or search for game engines that let you write in C.
If what you mean by graphics is like, just applications with graphical user interfaces you're better off learning about something like the Qt or GTK frameworks/toolkits.
There are some nice books about C that I'm seeding on laintracker.org. There's a thread floating around somewhere giving away invites.
No.1081
Sure textbooks are useful, but the best way to learn is to practice.
Start a project and make sure not to cut corners when writing it,
and you will git gud.
No.1082
>>1078thanks for the help, i'll look into it
No.1083
>>1078Hey would you know where I could find an invite to laintracker.org? Those books could really help.
No.1086
>>1077If you are interested in games I would suggest remaking the classics, in roughly increasing difficulty: Pong, Snake, Breakout, Asteroids, Space Invaders, Pacman, etc. You can make them as simple or complex as you want. First focus on getting them playable and then you can extend them endlessly.
If you are interested in graphics beyond games I would also suggest writing a raytracer. They are a bit math-heavy but pretty amazing.
No.1087
>>1084for some reason i can't access the IRC. When I click it it just goes to a black screen
No.1088
>>1087email `crashoverride@420blaze.it` and i'll invite you myself
No.1089
>Do you want to learn coding or programming?
The main difference is that coding has a lego-block trial and error approach focused on building stuff and solving problems right now. In this case I recommend you to find things you want to do, in your mind, on the web, in the todo lists of other people, and keep trying until they happen.
If however you want to learn programming, you probably should just stop with whatever you've been doing and read SICP today. Getting some maths basics down (set theory, relations, all sorts of algebra stuff, formal languages) can also help a lot. Technically, all of programming is just a special application of certain parts of mathematics. The fact that programs run on machines and not just exist in state spaces on paper adds a layer of physics, engineering and history to the field. (The most relevant are the engineering and history, as many things in compsci today only really make sense if you know the context they were born from 30 years ago.)
This latter one is the road to understanding, but if you understand too much you might miss your chance to create something new in the next few decades. The general trend seems to be that people more at home in the maths and abstraction side of things tend to sit somewhere top of a hierarchy, organizing the work of more "let's build something" kind of programmers who have patience to try and err. Obviously there are also small projects out there in the wild that require no such multi-layer organization, as they are either done by a single person or in a flat community of a few devs.
No.1094
>>1089i've learned a lot of that maths stuff but programming is just impossible for me.
No.1097
>>1088I sent you the email
No.1100
>>1097sorry about that; now you check yours haha
No.1102
>>1089>The most relevant are the engineering and history,couldn't you argue that the physics behind the machine is more important today than ever,
considering the emergence of quantum computing?
No.1103
>>1102I dream of a world where cool engineers make physics unnecessary, functional programming makes engineers unnecessary, advances in math make functional programming unnecessary, and then pony magic about networking makes maths unnecessary.
No.1104
>>1101I think about this a lot.
Can't say if it's actually 100% accurate, but let's consider a few things.
I'm not all that attracted to masculinity, therefore, I myself presented myself as a feminie figure, there's that attraction figure. Like, if you were in the mood to just jack off that point, I wouldn't blame you.
Now, with that in mind, your body is completely loaded with a pheremone at this point. Now, this can definitely impact your actions and mentality.
Could this state actually improve your though process for the better?
I need more data
No.1105
>>1102I don't think so. To program it you just need to know how it computes. The actual physics behind it are just implementation details. You don't have to know how transistors work to program a CPU and you won't need to know how qubits are made and measured to program a quantum computer. There's a level of abstraction that hides these details and presents you just the logic.
No.1106
>>1105it still doubtless helps you as the programmer to be generally familiar with the implementation.
Computers, while generally functional, are imperfect. random bits flip, quantum computers these days get weird random errors all the time. It helps to be familiar enough with the mechanics of they system to acknowledge relevant issues, bugs, and magical handwavery so as to know when and how much to trust which systems.
Obviously though you can get by with just the general logic, but the more you know the better, and some of these things are not irrelevant.
No.1107
>>1104If crossdressing makes you want to jerk off, you have to dress up sort of often so that you get used to it and the first impulse isn't to get off (I get that too; femininity gets me off even if I'm the one in the skirt and pigtails).
Once you're comfortable, some different creative process may take hold. Who knows? (I didn't post that doujin btw). Lots of people have a pre-game ritual, a lucky toy on their desk, a "magic" hat they wear while writing. This might be yours.
No.1108
>>1107Well, I had the urge to get off even while making the post. It feels strange knowing that the sheer thought of cd is enough to trigger it