Thank you very much for the video. Neat little projects like this remind me again of why I got into computers and software in the first place. I don't want to "make passive income with AI", develop the N-th dating app, "deploy serverless webapps using AWS", or sign up with 3 different companies just to use my IDE. I just want to toy around with things, create helpful or fun stuff, avoiding the intransparent and proprietary baggage that is so omnipresent nowadays as much as possible. (also kudos to the current UA-cam algorithm for actually adding smaller channels to the suggestions)
thanks for sharing such an invaluable lesson, understanding the game logic was a tedious process and further explanation about game logic and physics would be important for your channel
Great tutorial, especially for a complete programming newbie (besides some visual scripting in Unreal Engine) like myself. A little question about the collision part at 23:45 - as a mathematical dumbass, I have an extremely hard time solving problems like this one, I lack the problem solving skills/don’t have enough imagination to come up with such solutions like you just did with substracting the screen width from the “player pawn” width, so I thought I’d ask - how did you come up with it and could explain a little more what’s going on there? Are you planning any more beginner tutorials for C++/Raylib? Thanks a lot!
dude -- I'm an equal mathematical peasant lol - how did I come up with? Trial and error mostly. I've built "breakout" in a few different languages and frameworks but largely it just comes down to experimentation and playing around. It's hard to convey that in a tutorial -- "ok...play around with this and come back in 5 minutes" doesn't really work too (I think?) But maybe in future tutorials I can do a better job at calling out what else to try and fiddle with. Yes, I'm aiming to do more C/C++ and Raylib! I mostly stick to C until I need something from C++ just because I don't want to turn everything into a Class or Interface
@@ErikYuzwa Hahaha, well, I guess that makes two of us, lol. Thanks so much for answering! So there was no underlying formula for that screen width - player pawn width thing, right? Because like I said, I would've never thought of that, I suck at problem solving (or lack the knowledge toolkit-wise, i.e function names, commands etc.). What would you recommend in terms of learning resources for someone who's just getting into RayLib and is simultaneously learning the very basics of C++ itself? I'm doing a course covering C++ in its entirety, but writing command line programs gets stale pretty quick and since my end goal is writing a standalone game all by myself anyways, I've figured I could just start right away, as I've already have a somewhat firm grasp of some basic concepts + a fair share of programming Unreal Engine blueprints for audio as a part of my day job.
Thank you very much for the video. Neat little projects like this remind me again of why I got into computers and software in the first place. I don't want to "make passive income with AI", develop the N-th dating app, "deploy serverless webapps using AWS", or sign up with 3 different companies just to use my IDE. I just want to toy around with things, create helpful or fun stuff, avoiding the intransparent and proprietary baggage that is so omnipresent nowadays as much as possible.
(also kudos to the current UA-cam algorithm for actually adding smaller channels to the suggestions)
I really agree! Thank you so much for the feedback! We definitely more helpful and fun stuff!
Followed this tutorial and got Brickout compiled and running on Linux Mint. Way to go, Eirk. Great job!
Linux Mint! That’s awesome to hear! 🔥❤️ Nice work and thanks for leaving feedback!
thanks Erik, I like your presentation style. I hope you got round to skimming your walls! ;-)
thanks so much! Yeah chipping away at it for sure
I had a fun time with Raylib, and am inclined to explore it further in future videos!
thanks for sharing such an invaluable lesson, understanding the game logic was a tedious process and further explanation about game logic and physics would be important for your channel
thanks a lot for leaving the comment and feedback, I appreciate it. Yeah good thinking...
Great tutorial, especially for a complete programming newbie (besides some visual scripting in Unreal Engine) like myself.
A little question about the collision part at 23:45 - as a mathematical dumbass, I have an extremely hard time solving problems like this one, I lack the problem solving skills/don’t have enough imagination to come up with such solutions like you just did with substracting the screen width from the “player pawn” width, so I thought I’d ask - how did you come up with it and could explain a little more what’s going on there?
Are you planning any more beginner tutorials for C++/Raylib? Thanks a lot!
dude -- I'm an equal mathematical peasant lol - how did I come up with? Trial and error mostly. I've built "breakout" in a few different languages and frameworks but largely it just comes down to experimentation and playing around. It's hard to convey that in a tutorial -- "ok...play around with this and come back in 5 minutes" doesn't really work too (I think?) But maybe in future tutorials I can do a better job at calling out what else to try and fiddle with.
Yes, I'm aiming to do more C/C++ and Raylib! I mostly stick to C until I need something from C++ just because I don't want to turn everything into a Class or Interface
@@ErikYuzwa Hahaha, well, I guess that makes two of us, lol.
Thanks so much for answering!
So there was no underlying formula for that screen width - player pawn width thing, right? Because like I said, I would've never thought of that, I suck at problem solving (or lack the knowledge toolkit-wise, i.e function names, commands etc.).
What would you recommend in terms of learning resources for someone who's just getting into RayLib and is simultaneously learning the very basics of C++ itself?
I'm doing a course covering C++ in its entirety, but writing command line programs gets stale pretty quick and since my end goal is writing a standalone game all by myself anyways, I've figured I could just start right away, as I've already have a somewhat firm grasp of some basic concepts + a fair share of programming Unreal Engine blueprints for audio as a part of my day job.
Good video.
thanks! really appreciate it!
be regular
always the goal!