It's not about the language it's about the idea and the logic. This is true for the programming in general.

If you know the logical steps needed(or algorithm) to make that lava giant leave fire footprints you can basically do it in any engine so long as that engine has enough features to let you walk that steps.

create ground-> create lava golem-> make it walk and play animation-> find where it's foot landed-> create fiery footprint

in lite-c one of the ways for that would be

ent_create or level load for ground -> ent_create for golem-> c_move and ent_animate for movement and animation-> find foott with vec_for_bone or vec_for_vertex and c_trace to find where it landed-> ent_create or ent_decal for footprint

in another language/engine you would use similiarly functioning functions/events. Execution may be completely different, like in some other engine instead of tracing from the foot, there may be an event mechanism that fires an event when the foot touches the ground but in the end your logic/algorithm requires you to find where the feet landed in some way. When you are trying to do that footprint thing in another engine you will eventually learn how that can be done in that particular engine and soon you will find yourself at a point where you already climbed what we call "the learning curve" and start to feel comfortable with that engine. Getting to that comfort zone where the learning curve is behind you may take different amount of time in different engines, many things can slow you down and you may find it hard to wrap your head around some stuff but given that you gave enough time you will eventually get there.

It's not about the engine it's about knowing how to get what you want.

Last edited by Quad; 10/26/13 16:56.

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