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I'd love to get back into coding, but i get so bored if i don't have a project that i'm interested in, and that basically means games. Which pretty much means graphics, plus realtime keyboard input. But there's not all that much info out there that's helpful to someone new with the language; i don't even know which compiler i should use.
I should mention that i don't expect to start off doing 3d, particle systems, and all that... if i had the tools to make say, a tetris clone i'd be happy for now. So... any advice?
I should mention that i don't expect to start off doing 3d, particle systems, and all that... if i had the tools to make say, a tetris clone i'd be happy for now. So... any advice?
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Re: windows graphics
Tue, October 14, 2003 - 3:27 PMPick an api.
OpenGL is easier to deal with.
DirectX is more complete and more useful should you ever want to move to being a professional (wouldn't that be nice?).
From there, there are great tutorials for both.
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Re: windows graphics
Tue, October 14, 2003 - 4:36 PMVisual C++ 6.0.. openGL and a sample framework...
Check out www.tokamakphysics.com too, their samples are openGL and then ya got physics for free! -
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Re: windows graphics
Wed, October 15, 2003 - 7:19 PMis VC++ really that great an idea? seems like i've heard some bad things about it. wouldn't i be better off with some other compiler, possibly free, and without that taint of evil?
also, someone mentioned tutorials... i've seen gobs of 'em, and they all say different things. who can recommend a source that actually got them started? -
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Re: windows graphics
Sun, February 1, 2004 - 3:21 PMIf you're writing Windows-specific graphics, it's pointless to avoid McRosoft just for the development environment.'
If you don't like the VC++ IDE and project system and do like compiling from the command line, just open a command prompt with the compiler on the path (VC++ provides a batch file and program shortcut for this) and you can run the compiler/linker just by typing "cl" followed by source filename and options.
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Re: windows graphics
Sun, February 1, 2004 - 3:25 PMwww.rgba.net/pipedream/
Another sample using OpenGL, GLUT, STL. I tried to build it on FreeBSD for an hour or so but couldn't find a GLUT that worked. Don't remember how it went on Windows/VC7. -
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Re: windows graphics
Sun, February 1, 2004 - 6:15 PMSee, this is precisely what I'm talking about. Plenty of tutorials, but they all want you to download some other software package, and they all contradict each other, and half the time they crash. If I can't get the example code to compile, how the hell do I write my own code that works?
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Re: windows graphics
Tue, October 14, 2003 - 4:48 PMalso tools wize for 3d games on a budg...
MilkShape is a cheap animation/export tool for getting 3d content into your app...
www.swissquake.ch/chumbalum-soft/
Can import 3ds,OBJ and a bload of other formats, AND you can import models from alot of existing games.
They also have a OpenGL viewer/animation player shell for download, that loads thier text output format (you have to add textures yourself, its wireframe)
www.swissquake.ch/chumbalum...Viewer.zip
Blender is a cool free modeller...
www.blender3d.org/Download/
For sound...
www.fmod.org/
cross platform 3d audio, w full HW/SW implementations...
Message me if ya got any questions...
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Re: windows graphics
Thu, October 16, 2003 - 12:08 AMYou have to think realistically about your goals. If you intend to go pro or want a common base with others on PCs, Visual Studio/C++ is it, period. It's not a matter of liking it or any of it's drawbacks. If you don't care or can't afford it there are few alternatives. Download CygWin and get the GCC (Gnu C++) compiler. I also recall hearing Borland released their compiler for free or maybe it was Watcom. I don't use either anymore so couldn't tell you. But they will each have their quirks. Beware of discounted student editions until you have read ALL the differences, in many cases there is none other times it's crippling.
If you're not familiar with 3D programming, wait until you have the basics. This means putting up a screen, handling input from the user and moving an object or two on the screen and have them interact. Add a sound effect for extra credit. While it sounds simple, there's just a lot of setup that is downright intimidating the first time. There are bound to be books on starting off with DirectX. But get a little knowledge under your belt before you go shopping.
Avoid using anyone else's code library, you won't learn anything that way and you'll be too entrenched in it to find out it can't handle your needs until it's too late. Many authors supply a graphics engine in their books so they don't have to explain a lot of the essential and basic setup. That's because it's tedious and there are a lot of variations that to cover it all is a nightmare.
Now, if you don't care that much and don't really care to take it seriously, by all means get whoever's free graphics and sound engines. You can even use something like Delphi or C++ Builder to jump start the basics. Use resources like sourceforge.net and gamasutra.com for samples and guides.
Game programming is some of the toughest coding you can do. It takes all other forms and requires you to make it fast, functional and fun.
Hypno-Toad -
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Re: windows graphics
Thu, October 16, 2003 - 10:47 AMermm... i feel like i'm repeating myself.
i hear your words. they are wise. i understand the merits of learning the basics before plunging in headlong. i'd love to be able to, say, plot a single bloody pixel and move it around with the arrow keys, without having my hand held by someone else's code.
so presumably you've learned all this. fabulous! how'd you learn it? point me in the direction of a specific book, a specific set of tutorials online, whatever. because yes, most of the info i've found *does* tell you to use some random third-party library, and that's not what i want.
sorry if i'm being rude. it just baffles me that such basic information has proven so elusive. -
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Re: windows graphics
Thu, October 16, 2003 - 2:57 PMnot a prob. I understand how frustrating it can be. And if I seem to be re-iterating, it's because I know you're probably getting a lot of conficting input from anywhere you've asked.
You also need to clarify where you want to go with this and what sort of investment you're willing to put in and whether you have any tools currently.
I started 23 years ago and learned the hard way. First learning Basic, since it came with the computer and then read everything I could, magazine articles, books, etc. Then switched to assemblers and then C and now C/C++. The most useful code came from co-workers. Now all basic coding examples for console units come from the private web sites run by the manufacturers and everything is covered by a strict NDA and restricted access. There I find other developers trying to leap the same hurdles, which of course is no help for you but you did ask for insight into my process. PC's differ in that there are books and articles on coding. Give me some time to find some decent sources. In the meantime, think about where you're going with this and check out the discussion forums at gamasutra.com/ where there are a lot of others asking the same thing. But be warned, a lot of egos are there and there are always prolific posters that don't have a clue, and then there's the snobs that don't want outsiders peeing in their pool.
Someone here just suggested garagegames.com for tutorials.
Hypno-Toad -
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Re: windows graphics
Thu, October 16, 2003 - 6:52 PMflipcode.com
gamedev.net see hosted sites like NeXe
bloodshed.net dev-c++ free gnu C compiler & IDE which is great if you're paranoid about command line compiler switches
bon apetit,
Hypno-Toad -
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Re: windows graphics
Sat, October 18, 2003 - 9:53 AMgood advice. thanks for the leads! -
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Re: windows graphics
Sun, February 1, 2004 - 1:41 PMA few more false starts later....
I'm completely lost. There's gobs of info out there, but it's so divergent. Every tutorial makes different assumptions about what compiler I'm using, what libraries I'm using, how my environment variables are set up... and half the time they don't say anything about input, which is just as important and apparently has just as many different approaches to pick from.
I need handholding. Can someone who understands all this and has an AIM screenname please message me?
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