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    copied!<p>Given you've not tried this sort of thing before here's a few things I'd recommend.</p> <p><strong>Start with something other than DirectX (and presumably C++)</strong></p> <p>DirectX and C++ expose you to a lot of low-level stuff you can learn later. Keep things simple and perhaps try XNA and C# which is close enough you can port it later but will let you skip a lot of things like memory management and pointers for now.</p> <p><strong>Start with 2D instead of 3D</strong></p> <p>The original Pacman is 2D so you won't be needed vector math for now.</p> <p><strong>So where does that leave you?</strong></p> <p>Well, a few things to think about are the game loop, keeping things in sync, updating the screen and responding to user input.</p> <p>These are great principles and will let you get something up and running a lot sooner. Do not underestimate how important it is to keep seeing progress - this is hard if you set the technical bar too high initially.</p> <p>I'd go down this route (ordered to keep things fun and interesting)</p> <ol> <li>Get a screen displaying - this is highly visual</li> <li>Get a Pacman responding to user input</li> <li>Get Pacman constrained to within the walls</li> <li>Get a ghost responding to secondary user input - you can chase each other</li> <li>Figure out some collision detection</li> <li>Get the dots and power pills rendering so you can score and eat ghost</li> <li>Render some more ghosts and figure out AI</li> <li>Work out the code for finding when the level is complete</li> <li>Make the map change and state reset when on a new level</li> </ol> <p>Once you've got this working and running you can then decide if you want to play with better AI, 3D math or switch over to C++.</p>
 

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