DirectX 9, 10, 11 Code differences for learning [closed] - c++

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I want to start learning DirectX and I do have an extremely strong grasp of C++
Anyways I have searched online and I saw that people recommend that I start with dx9 then move my way up to the other DXs
Now my question is
If I learn dx9 and fully grasp it then move on to Dx10 and then to Dx11 Will that cause me to get mixed up while I'm programming when I learn the newer DirectX because of the similar code
or will it help me understand the language and be better at using it?

Honestly, there's not an awful lot of point in learning DX10. If you don't need hardware compatibility, go straight to DX11. If you do, then stick with DX9. The hard part about graphics programming has little to do with the API- most of it is in programmable shaders and techniques that are not strongly tied to the API you're using.

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With only rudimentary prior programming experience, exactly how would I begin creating a 3d top-down game using unity3D? [closed]

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If possible please provide the documentation I need to get started. I need to get to the nitty gritty of things because I've gone through several languages and am ready to just start doing stuff.
In addition how exactly does one go about integrating bbcode editors into a webpage as the start of a forum site?
You won't like my answer, but you will need to watch a tutorial (or several) on Unity3D. There are a lot of concepts/tools in their software that programming won't teach you.
Once you understand the fundamentals of Unity, the answer should become clear. You will create your scene, and then place a camera that is fixed downward on the Y axis. Attach it to your Gameobject of choice and you'll get camera movement baked in (to some degree).

Do i need to learn c before learning c++? [closed]

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I started to learn C, but I realized that all i could do was to build thse console programs (correct me if i'm wrong). So, i've seen that c++ is much more "graphic", like, you can build apps and windows, and is also OOP, what makes everything easier. So, do I need to finish learning c before c++?
Also, what interested me about C was that I could program an Arduino. Can I program an Arduino with C++?
All the "graphic" things are supported by libraries, no matter in C(e.g. GTK, SDL) or C++ (e.g. QT).
And for hardware drive programming, no matter what language it is. You have to compile it into binaries so that the hardware will knows how to run. You can even create your own language if you can write your own compiler.

How can I improve my OOP? [closed]

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I'm writing this after doing searches and not finding much useful answers. I know the basic of programming, like context (loops, conditionals), basic ideas (classes, instances, inheritance.) and I'd like to improve on my OOP. The thing is when I look at open source projects, they seem very overwhelming because there is so much going on. How can I improve and learn the concepts of OOP without jumping into a huge project. I'd like to go in steps because I always learn best when things are broken down and not thrown at me all at once. Are there any resources you can share? Or any advice in general would be really appreciated. I want to take the next step, but just don't know where to begin. How did you guys go about improving your skills, how did you take the next step? Right now I'm focused on C++ and Ruby.
OOP is an idea and doesn't depend on your programming language.
You can learn various design patterns to improve your OOP.

Recommended and updated opengl book [closed]

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I am looking for a good updated opengl book :)
I have the Opengl Programming Guide 8th Edition, its pretty bad actually :\
all the source code example is a huge mess and some of the code just make's error's and whatnot (some of the examples even uses variable that was not even declared or typed in the wrong variable's.
What is the most recommended book that out now?
What is the most recommended book that out now?
That would be the OpenGL Specification. ;)
But seriously: you can't go wrong with the OpenGL Superbible in the latest revision (6th). Personally I stopped using the Red Book years ago and found the Superbible much more readable for beginners.
At some point, what now is a remark in jest, will become a reality: if you seriously want to get into OpenGL, there is no way around reading and understanding the actual specification.

boost vs POCO as for learning curve and suitability for beginners (HTTP client) [closed]

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which library would you advise me to use? I don't know any of these libraries.
I heard, that Boost is very often used but also it's hard to code in.
So to make this question as objective as possible:
Just simply from the aspect of beginner programmer (I've coded ~1000 LOC in C++ in my life)
which library would be better to learn?
I'll be using it mainly for HTTP client.
The answer is bound to be subjective but with particular emphasis on for a beginner then I think POCO is clearly the way to go. It actually has some HTTPClient classes and once you get beyond the point of being happy that something works the code is clear enough to follow so that you can dig in and understand why it works if that is where things lead you.
POCO is well written OOP code and does not require much in the way of understanding templates and such. The classes are well integrated with one another, extensive, and the documentation more or less points you to the next (or previous) class that you need. You won't be dashing around 20 separate libs as Boost is likely to have you doing. (There is always time for that later!)