Summary:
Can I program a "thick client" game in C without reinventing wheels, or should I just bite the bullet and use some library or SDK? I'm a moderate C programmer and am not afraid to work with pointers, data structures, memory locations, etc. if it will give me the control I need to make a great "thick-client" game. However, I'm thinking of eschewing high-level languages & frameworks for the sake of power and control, not ease of use.
I'm interesting in tinkering with a 2D fighting/platforming game as a side project sometime. I'm primarily a Linux server-side programmer with experience in Python, Ruby and PHP. I know that there are excellent frameworks in some of these languages, like PyGame. I am also aware of the success people have had with stuff like Air and .NET... but I have some concerns:
I'm asking this question because I know I'm very susceptible to Not Invented Here Syndrome. I always want to program it myself, and I'm sure it wastes a lot of time. However, this works out for me remarkably often--for example, instead of using Rails (a very big web project framework with an ORM and GUI toolkit baked in), I used an array of smaller Ruby tools like rack and sequel that fit together beautifully.
So, I turn to you, SO experts. Am I being naive? Here's how I see it:
What else can I add to this list? Is it a pure judgment call, or can someone seal the deal for me? Book suggestions welcome.
So, when someone says “don't reinvent the wheel”, it means that you don't need to design a solution from nothing when a solution already exists and could be what you're looking for. You could just take the concept of a “wheel” and tweak it to fit your needs.
In software development, reinventing the wheel is often necessary in order to work around software licensing incompatibilities or around technical limitations present in parts or modules provided by third parties.
“Don't Reinvent the Wheel” They automate processes that get repetitive, putting in work (but not too much work) now to avoid more later. They also reuse existing solutions that they or others have made in order to make solving new problems easier.
I believe you are working under a fallacy.
There are several frameworks out there specifically for game programming --- written by people with much experience with the complication of game design, almost certainly more tha you do.
In other words, you have a "High risk of performance issues" if you DON'T use a framework.
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