Where to start
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Posted 13 June 2011 - 04:21 AM
I have just started learning the basics of c++ using books and the internet, so this is where my plan starts. First I want to begin learning Open Gl using the NeHe tutorials as they seem to be quite well recommend. Once i have a handle over this I will start some small projects like pong and tetras just to drill it all in as doing something yourself if my way of learning (pong already done ah well ). My last idea was to then move from the raw windows Open GL to GLUT so that my programming then becomes portable and can be used across multiple platforms.
Thx for any advice in advanced
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Posted 13 June 2011 - 04:37 AM
SDL is a 2D library that can have support from OpenGL, so it's a good progression phase and would be a better platform for learning how games work; your experience with Java and C# should give you an advantage here.
I tried learning a complicated API first with C++, the Win32 API, however this threw me off coding and came back after several months and started with SDL as it's a low level API and builds up the thinking of an API and then the more complicated ones like OpenGL and Win32 API can be learned fairly easily.
This was how I learnt OpenGL and large parts of Win32 API, but of course we all learn differently. Good luck!
I do not care for reputation, merely to help fellow users.
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Posted 13 June 2011 - 04:03 PM
update: I have tried the Lazy Foo website but their tutorials are for VS 2005 and after 2 hours of tinkering i still carnt get the SDL liberties to work with VS 2010
update: nvm fixed it
thanks again in advanced
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Posted 13 June 2011 - 08:53 PM
Progress came a lot faster after I decided to take a "step back" and work with SDL. IMO it's a perfect fit for games like Tetris, Pong, Pac-Man, and many other 2D games in that because you don't have to concern yourself so much with having the right code in the right places to make it work you can spend more time absorbing the "lessons" those games have to offer.
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Posted 14 June 2011 - 12:19 AM
Then I moved to coding in java since I m more comfortable with java and many post says that u should program in what you are comfortable with ..
So there are tutorials on you tube about java game programming that'll get you started but the technique isnt refined .. so you got to play around with it
Once you get the hang of the game loops .. search for dewitters game loops .. they provide very interesting details about game loops and the pros and corns ...
Then try developing a side scroller ...
If you feel comfortable with all of this then move to openGL .. if you are developing in java then you can use JOGL or LWJGL (my current choice) as a wrapper for openGL...
currently I m learning from NeHe .. but the tutorials use a deprecated library devIL ... so download the new library known as SLICK .. and then combine the tutorials to get u a good base in openGL API
I have currently reached this far ... if ne1 knows how to go further please let me know ...
Hope this helps you MaxFIre
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Posted 14 June 2011 - 10:08 AM
"ever once" --> "everyone's"
i have taken ever once advice
Making games fun and getting them done.
Please do not PM me. My email address is easy to find, but note that I do not give private advice.
Members - Reputation: 559
Posted 14 June 2011 - 05:35 PM
When it comes down to C++ game programming, I started with SDL. I would go back to it any day too! But if you want to really learn 3D, then I would find a simple opensource graphics library that uses OpenGL and take it apart and learn from the people who already did what you want to do. If you just want to program games, and you want to do it fast, then get a graphics engine. You got to weigh how much you want to do something, whats more important to you? Making games or making graphic engines? It's possible to do both, but in my experience, better aim for one. Think hard, and write the pros and cons of making your own engine, VS using another's. Since I wanted to make games more then remake the wheel, i chose to use another's engine.
The choice is yours, but think hard. And if you decide to make a graphic engine, Personally i say take an opensource engine apart and see how they do it! After you get the basics down first
Jack of all trades
Master of none
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Posted 15 June 2011 - 12:26 PM
But, compared to SFML, I think it's weak, and it doesn't have near the power. The main advantages of SFML is the graphics engine is on top of OpenGL, which provides HW acceleration for many of the graphics abilities SDL does not provide. When I wanted to rotate an object, using SDL, it was SOOOO SLOW. Using SFML, it was no problem.
SFML has a nice interface for Audio as well, and provides for advanced audio functionality, like spatial positioning, among other things. Input, Network, and fonts are also provided. Also, SFML has a C++ interface, which I prefer.
Personally, if I was going to advise beginners on which rendering engines to use, I would always suggest SFML.
---(Old Blog, still has good info): 2dGameMaking
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