• 1 Post
  • 10 Comments
Joined 16 days ago
cake
Cake day: April 20th, 2026

help-circle
  • I’m of the mind that it’s probably better to start out with engines/frameworks to get your footing before you move on to lower-level stuff. Then again, I’m not very far either (and sort of stalled for a few reasons).

    Godot might be a good avenue with GDextension (GDnative for 3.X), particularly with C/C++. Nim bindings exist (and this is my language of choice) but if you like C/C++ it will certainly have a lot less friction and with those you probably can get far with just the official docs. For C++, you could probably edit the engine itself especially for older versions.

    Raylib is another option (and you will likely do a lot more boilerplate stuff) for pretty much any language. And again, with C/C++ it will likely be even more straightforward.

    EDIT: Sorry, I see that you know about Raylib already. To say it more directly, I am saying it is likely better to find quick projects that you want to make on the device you’re already coding on (likely a computer) rather than trying to immediately support a specific device or dream projects. Though other low-cost devices (single-board-computers, microcontrollers) if you can get them (at/below MSRP) might be an easier way to fill that niche as well.

    hey, sorry I’m late. Well, yeah, maybe it’s convenient to start with something else, even though I have the truth C and above all C + + I like it, it’s good for me, so what it takes more is to find graphic bookstores that help me in my goals, raylib I’m interested, I know it, but I don’t know or use it, honestly. And well, maybe I can agree with maybe it would be convenient to do quick projects, but what quick projects? What can I do? I have no idea








  • For pointers in particular, this seems like a good starting point: https://sites.cs.ucsb.edu/~mikec/cs16/misc/ptrtut12/pointers.htm

    As for compiling for old C/C++ versions, fortunately most compilers can be set to restrict what standard they will compile for. So you could turn the compiler all the way back to something like C99 and it should work, although you’ll have to avoid using modern syntax.

    That said, with regards to compiling for an old platform, be advised that complete and functional toolchains will be harder to come across. They may not even work anymore, if they haven’t been upkept. That’s another complexity that you may have to deal with, and it will no doubt be aggravating, than working with a modern platform but limiting yourself to only older C/C++ standards and graphics libraries.

    Basically, the starting effort is quite high for developing for older targets. Be certain that this is the direction you want to start with.

    I’ll take a look later.

    As for the compiler… well, someone has already passed me tools to program in symbian, and they seem to work well, there are more people in symbian than it seems at first. Not too many people, though.


  • You should start with C before going into C++. This is because C is the simplest possible language that exposes you to pointers and memory management. That’s the most important foundational skill you need in low level languages like this.

    You could learn memory management using C++, but there are a lot of distractions, and the modern features designed to make memory management easier may make it harder/confusing for someone starting at the beginning.

    My advice: follow a modern tutorial for C and SDL (on your PC, not that N95), and use it to make a simple game or UI with SDL’s drawing API. Actually aim to finish something (even if it sucks) and you’ll learn a lot.

    thank you very much for the advice. The book I use to learn teaches C and C + + at the same time. See what I can do with the pointers.

    So, modern sdl doesn’t change much of sdl 1.2? Because if that’s the case I’m trying to use some sdl 2 tutorial, by proximity, I think there’s more of this in my language.