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beginner questions


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#1 coffecat   Members   -  Reputation: 112

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Posted 25 June 2012 - 01:40 PM

I want to make some 2D and 3D games and i have no idea about waht to use, or where to start. I think the thread tittle is a bit missleading, i thought openGL is the best way to start, maybe it is?

If possible, lead me to a good online link or program that is good for beginners to start drawing graphics, like tree's, house's, rock's, some terrain maps where the character will walk on, even draw the character's. I just dont know where to start, i can search everything if necessery, but just a little guide from where to start as a begginer to this topic. Thanks!

One more thing, if i start with SFML, wont i get way too much into it, and when leaving it, when becoming a proffesional graphics designer and changing the library, all the functions will be different? And will have harder time to learn all the new functions from the newer library and etc.?

PS: I am not sure if openGL is the best way to start drawing stuff but i was told so, and i post here.

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#2 Aks9   Members   -  Reputation: 308

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Posted 25 June 2012 - 05:15 PM

No, OpenGL is definitely not the best way to start "drawing" trees, houses, etc.
If you are a designer, try 3DS Max, Maya or similar environment.
OpenGL in an API to a graphics hardware. SFML is build atop OpenGL.
Did you try UDK? You can make 3D games quite easily with it.

#3 coffecat   Members   -  Reputation: 112

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Posted 25 June 2012 - 07:42 PM

I dont want premade drag and drop tree's and with few drags to have a game.
Thing is, im not very familliar from where to start, so i will explain what i want to do.

I have some expirience in C++ but i wanted to start drawing something also, maybe to make that thingy move or simply figures like pacman ghost's etc.
Later one maybe some 2D game to see how a game should be developed and what is required, to have some idea what to expect in the feature.
Please guide me

#4 slicer4ever   Crossbones+   -  Reputation: 1460

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Posted 25 June 2012 - 08:01 PM

if you have experience with c++, then i recommend using sdl first to learn more about image loading/game mechanics, and later on, once you feel more comfortable(or perhaps never, their are plenty of options), learn the openGL api.

openGL is simply the bottom layer to communicating with the graphics hardware. You by no means have to learn it with today's options, if you just want to load images and move them around on 2D surfaces then I defiantly recommend going with something easier to learn for now.

Edited by slicer4ever, 25 June 2012 - 08:03 PM.

Check out https://www.facebook.com/LiquidGames for some great games made by me on the Playstation Mobile market.

#5 coffecat   Members   -  Reputation: 112

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Posted 26 June 2012 - 07:09 AM

Ok thanks, i will try openGL, one more question please
So i was told about a good article http://nehe.gamedev.net/, but the first few lines make me ask the next question.

After you have created a new Win32 Application (NOT a console application) in Visual C++, you will need to link the OpenGL libraries. In Visual C++ go to Project, Settings, and then click on the LINK tab. Under "Object/Library Modules" at the beginning of the line (before kernel32.lib) add OpenGL32.lib GLu32.lib and GLaux.lib. Once you've done this click on OK. You're now ready to write an OpenGL Windows program.


How can i link those while in Code::Blocks IDE?
I relly dont get into Visual C++ and feel very uncomfortable, is there a way to stay with Code::Blocks for those tutorials?
Thanks, im allmost there, this article seems very good.

#6 larspensjo   Members   -  Reputation: 1408

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Posted 26 June 2012 - 07:26 AM

Ok thanks, i will try openGL, one more question please
So i was told about a good article http://nehe.gamedev.net/, but the first few lines make me ask the next question.

After you have created a new Win32 Application (NOT a console application) in Visual C++, you will need to link the OpenGL libraries. In Visual C++ go to Project, Settings, and then click on the LINK tab. Under "Object/Library Modules" at the beginning of the line (before kernel32.lib) add OpenGL32.lib GLu32.lib and GLaux.lib. Once you've done this click on OK. You're now ready to write an OpenGL Windows program.


How can i link those while in Code::Blocks IDE?
I relly dont get into Visual C++ and feel very uncomfortable, is there a way to stay with Code::Blocks for those tutorials?
Thanks, im allmost there, this article seems very good.

If you are using the legacy tutorials from Nehe, then you made a false start. Better look at Learning Modern 3D Graphics Programming.

I use Code::Blocks with the MinGW development environment, developing for OpenGL. But then you will use the MinGW libraries instead. These are almost the same as the Linux libraries. The advantage with the MinGW environment is that it is mostly compatible with the Linux environment. A program developed there will be easiy to port.
Current project: Ephenation.
Sharing OpenGL experiences: http://ephenationopengl.blogspot.com/

#7 coffecat   Members   -  Reputation: 112

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Posted 26 June 2012 - 09:17 AM

I read few tutorials of this page you linked, but as i am begginer, there isnt said how exactly to create a openGL project, what to include and how to start. NeHe kinda do that.
Does MinGW have those OpenGL32.lib GLu32.lib and GLaux.lib, If not how to include them, excuse me but i never used to set up something different than creating a simple C++ project?
Thanks for sharing time!

#8 larspensjo   Members   -  Reputation: 1408

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Posted 26 June 2012 - 01:41 PM

In the MinGW environment, you link with opengl32 and glaux. glu32 is not needed, it is a legacy library. I am using glew as name mangler, so I installed it and link with glew32.

Then, you may also be needing to link with the libraries: Ws2_32 ole32 comctl32 user32 gdi32 winspool comdlg32 advapi32 shell32 oleaut32 uuid odbc32 odbccp32. Don't just add them all, see what link errors you get, search the Internet to find which one to use.

I can also recommend glfw, which is a library that helps you setup a graphical context, as well as managing input devices in a portable way.

Remember that OpenGL is no easy thing. It is a big step, and it takes a while even for an experienced programmer to learn. Be prepared to search a lot on the Internet, because you will almost always find someone else that had a similar problem.

Edited by larspensjo, 26 June 2012 - 01:43 PM.

Current project: Ephenation.
Sharing OpenGL experiences: http://ephenationopengl.blogspot.com/

#9 coffecat   Members   -  Reputation: 112

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Posted 26 June 2012 - 04:16 PM

Okay thanks i will try, one more question.
Wich one is a Win32 Aplication in Code::Blocks?

#10 coffecat   Members   -  Reputation: 112

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Posted 27 June 2012 - 06:38 AM

Sorry for the double post, if someone know, please help.

Sorry again and thanks!

#11 larspensjo   Members   -  Reputation: 1408

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Posted 27 June 2012 - 01:12 PM

To be honest, I don't know what a "win32" application is. If you use MinGW and create an application, you will get something that can run on Windows. CodeBlocks uses the MinGW tool chain. You can configure CodeBlocks to use an external Makefile, or handle it by itself.
Current project: Ephenation.
Sharing OpenGL experiences: http://ephenationopengl.blogspot.com/

#12 coffecat   Members   -  Reputation: 112

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Posted 27 June 2012 - 02:29 PM

Can you be more specific please, im not very familiar how to do it step by step :(

#13 larspensjo   Members   -  Reputation: 1408

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Posted 28 June 2012 - 08:59 AM

To download and install MinGW: http://www.mingw.org/
To install Code::Blocks: http://wiki.codeblocks.org/index.php?title=Installing_the_latest_official_version_of_Code::Blocks_on_Windows

If you are uncertain, I would begin with a minimal OpenGL application, MinGW, and a makefile. When that works, you can start using CodeBlocks as an IDE and add more libraries as needed.
Current project: Ephenation.
Sharing OpenGL experiences: http://ephenationopengl.blogspot.com/

#14 coffecat   Members   -  Reputation: 112

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Posted 29 June 2012 - 06:53 AM

I have both, im trying to run a Win32 GUI project and i include this
#include <windows.h>
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glaux.h>
The Build log said:
D:\Programs\CodeBlocks\openGLtuts riangles\main.cpp:4:59: error: gl\glaux.h: No such file or directory

But if i make gl\glaux.h as a comment, the program is runing fine and i dont link any libraries, seems they are build inside the GUI template or something liek that.

Please help, im allmost there

#15 larspensjo   Members   -  Reputation: 1408

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Posted 29 June 2012 - 10:14 AM

You don't need glu.h or glaux.h, they are deprecated and belong to legacy OpenGL.
Current project: Ephenation.
Sharing OpenGL experiences: http://ephenationopengl.blogspot.com/

#16 coffecat   Members   -  Reputation: 112

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Posted 30 June 2012 - 04:52 PM

But in NeHe tutorias i must include them?

#17 larspensjo   Members   -  Reputation: 1408

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Posted 01 July 2012 - 01:45 PM

But in NeHe tutorias i must include them?


Don't use the NeHe turorials. They are legacy. You can't use that knowledge to create a game, and you can't get a job from it.
Current project: Ephenation.
Sharing OpenGL experiences: http://ephenationopengl.blogspot.com/

#18 SimonForsman   Members   -  Reputation: 3715

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Posted 01 July 2012 - 02:21 PM


But in NeHe tutorias i must include them?


Don't use the NeHe turorials. They are legacy. You can't use that knowledge to create a game, and you can't get a job from it.


Actually you can use that knowledge to create a game, its just a fairly bad idea since the API version used in those tutorials is around 15 years old now and thus quite different from the more recent versions.
I don't suffer from insanity, I'm enjoying every minute of it.
The voices in my head may not be real, but they have some good ideas!

#19 coffecat   Members   -  Reputation: 112

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Posted 06 July 2012 - 12:50 AM

Okay thanks all, i downloaded Blender to try out modeling, it got my attention ^_^

#20 larspensjo   Members   -  Reputation: 1408

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Posted 06 July 2012 - 01:44 AM

Okay thanks all, i downloaded Blender to try out modeling, it got my attention Posted Image

If you haven't used tools similar to Blender, you will quickly find the user interface impenetrable. There are good tutorials in Youtube. I like the ones created by cgboorman (start from the beginning).
Current project: Ephenation.
Sharing OpenGL experiences: http://ephenationopengl.blogspot.com/




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