shadowslair wrote:I think it`s OK, nobody`s born a programmer. Starting to learn programming while trying to create some simplistic game (but with almost zero knowledge and great expectations) makes it much easier to start and soon or later this person will start on his own.
I've seen a lot of people new to the scene evolve to experienced OS hobbyists in mere months, and I think the irrlicht forum could greatly benefit from this too
I think if we cut this kind of help we`ll lose those users, which will move to another, maybe easier engine. Plus, everybody`s giving his opinion/help/advice by free will, so if somebody doesn`t want to give a hand for sth that is too obvious to him, he doesn`t have to. He`s free not to enter the "Beginner`s help" section too. Telling someone to link the needed libs is not such a pain or time wasted. It`s like to say "Mothers, don`t help you babies to start walking with each step, because they`ll learn to walk that way and will always call you to help them walk even when the`re say 40?!" Which, may really decrease the time babies learn to walk on their own, but unfortunately will increase the percent of babies with broken noses, hands, heads, knees and necks...
About point 1 and 2, well I guess this is what makes this community different from the others, and in a good way IMO.
I'm not saying we should drop all help for inexperienced users, I'm saying we should help them in another way.
If you don't understand the language you're working with, you aren't going to increase your understanding by letting someone else write code for you
You will however increase your understanding when you're offered documentation on how the language is structured, how its principles work, how to read API's, how to read error codes, etc.
This could be in the form of a book, a tutorial, a forum post, or whatever you see as good documentation.
If a posted problem is actually irrlicht-related however, you could help by giving references to the API (which in irrlicht's case is available in a well-documented form online), or by explaining which elements in the engine could be used to solve the problem so the user can create his own implementation.
I think you can agree with me on the fact that you always remember (parts of) concepts/techniques which you built yourself in different projects, leading to increasing quality of your projects as time progresses, as opposed to using code someone else made (I'm not saying people should re-invent the wheel for everything they want to do, but I learned from experience that writing code yourself allows for greater productivity in graphics/game programming)
Babies do learn how to walk by falling and getting up again (and by repeating this process), but in the end it's the baby who has to do the walking while the mother can only help by supporting the child and by comforting it when it falls.
A programmer could let someone else do the work for him, slap his own name on it and get the same result as by coding it himself, but he will not have gained any experience by doing so.
Good programming practices start by learning the basics and by gaining experience by learning the basic principles, reading up and doing research, asking good questions, and experimenting with the code yourself (preferably applying the KISS* principle)
*KISS: Keep It Simple, Stupid!