#1 Members - Reputation: 152
Posted 22 August 2012 - 12:53 AM
#2 Staff - Reputation: 8897
Posted 22 August 2012 - 01:11 AM
Absolutely, here's my explanation of why -- in it I recommend a few possible alternatives including Visual Studio, Code::Blocks and qtCreator. My personal recommendation would be the Visual Studio Express, but take a look at them all and choose whichever is most comfortable for you.there are some people who say that Dev C++ is a shitty IDE
Note that you're not choosing an editor for OpenGL, you're choosing an editor for C++.
- Jason Astle-Adams.
From my blog: 20 ways to advertise your game | What next? Intermediate to advanced C++
How to make games WITHOUT programming | 4 reasons you aren't a successful indie developer
#3 Members - Reputation: 878
Posted 22 August 2012 - 03:07 AM
And yes, I join the bandwagon of "no Dev C++" (not that it is so absolutely terrible and you can't make a game with it, but there simply is no reason to use it nowadays).
#4 Members - Reputation: 237
Posted 22 August 2012 - 03:25 AM
Also, code::blocks is not as bad as advertised, especially if you compile the latest source (very easy to do). If you are under windows, VS would probably be the best: but remember that it isn't exactly "lightweight".
#5 Members - Reputation: 1408
Posted 22 August 2012 - 05:46 AM
I agree, but just wanted to point out that you don't need to compile CodeBlocks nightly builds. They are available for download. CodeBlocks has in practice changed to a monthly release schedule.Dev C++ is rubbish.
Also, code::blocks is not as bad as advertised, especially if you compile the latest source (very easy to do). If you are under windows, VS would probably be the best: but remember that it isn't exactly "lightweight".
#6 Members - Reputation: 711
Posted 22 August 2012 - 08:06 AM
#7 Members - Reputation: 358
Posted 22 August 2012 - 08:40 AM
But on other platforms (like Linux) I suggest to use QtCreator... It has a really good debugger... and the usability is awesome... but it feels a bit strange to use it for "normal" c++ code
By the way... when you make something big and multi platform. I suggest to use cmake or other build tools instead the internal project management of VC++ or qmake...
QMake is not bad but currently not really useful for non-qt development.
Regards
Ömercan
I have a blog: omercan1993.wordpress.com look there for more content
And I also do some art: omercan1993.deviantart.com
And whats about the Pear3DEngine? Never heard of it? Go and look!
Yeah, and currently I do this: SimuWorld
PS: Please look at this poll on my blog about scripting languages: A opinion poll about scripting language
#8 Members - Reputation: 623
Posted 22 August 2012 - 08:53 AM
#9 Members - Reputation: 410
Posted 22 August 2012 - 11:11 AM
#10 Members - Reputation: 1029
Posted 22 August 2012 - 01:38 PM
Transition from OpenGL 2 to modern OpenGL using my OpenGL Tutorial.
#11 Staff - Reputation: 8897
Posted 22 August 2012 - 03:38 PM
Visual Studio Express and Code::Blocks are both free, even for commercial use.Code::Blocks is also nice if you want to go the 100% free route.
qtCreator is free even for commercial use as long as you comply with the LGPL licence - otherwise an alternative commercial licence is available.
:-)
- Jason Astle-Adams.
From my blog: 20 ways to advertise your game | What next? Intermediate to advanced C++
How to make games WITHOUT programming | 4 reasons you aren't a successful indie developer
#12 Members - Reputation: 161
Posted 22 August 2012 - 03:45 PM
#13 Members - Reputation: 319
Posted 22 August 2012 - 04:43 PM
#14 Members - Reputation: 308
Posted 22 August 2012 - 11:54 PM
- Eclipse
- Netbeans
- xcode (only if you are on mac os platform)
Like so many said you properly best off with Visal C++ express if you are on a windows machine. I also recommend using above Visual studio which has allot more features but they will only unnecessary slow down you pc.
If you are mac person you might wanna go with Xcode it is not free any more so that is the only downside.
For my self I use netbeans due the fact it can handle multiple languages and is cross platform. I prefer it above the eclipse that is quite similar and has also support for multiple languages but I find eclipse bit slow my self.
#15 Banned - Reputation: 6
Posted 23 August 2012 - 01:00 AM
@jbadams, I think also with Qtcreator you are free to choose any licence, of course. If not let me know...I know several developers on
Qtcreator which do commercial stuff....I'd be eager to get their code. (evil)
Here's a good tutorial for Qtcreator:
http://forums.x-plane.org/index.php?showtopic=48012
Edited by mike4, 23 August 2012 - 03:14 AM.
#16 Staff - Reputation: 8897
Posted 23 August 2012 - 01:03 AM
If you're already comfortable with Code::Blocks there probably isn't much value in switching, unless you'd just like to familiarise yourself with another popular IDE.Do you think it would be worth switching assuming I'm already fairly comfortable using Code::Blocks?
- Jason Astle-Adams.
From my blog: 20 ways to advertise your game | What next? Intermediate to advanced C++
How to make games WITHOUT programming | 4 reasons you aren't a successful indie developer
#17 Members - Reputation: 286
Posted 23 August 2012 - 12:19 PM
I know you said IDE but have you considered makefiles? I recently got into using NMake and it cuts a lot of the files from the compiling. It also frees you to use any editor you want. I'm using VC++ 2010 for editing.
#18 Banned - Reputation: 6
Posted 24 August 2012 - 01:14 AM
@jbadams
quote:
"qtCreator is free even for commercial use as long as you comply with the LGPL licence - otherwise an alternative commercial licence is available."
Oh men, you really must have had a bad day! Any you belong to stuff. I'll report that to the admin.
#19 Members - Reputation: 378
Posted 24 August 2012 - 05:36 AM
If you need to use Visual Studio, then there are some good vim plugins for it too.
The best thing about Vim is that I can use it on any platform and through SSH and it always looks and works in 100% the same way. Consistency plays a very important part in allowing me to generate acceptable code quickly whereas I find that typical IDEs change too much with each release to be productive.
@mike4,
nmake is akin to make or gmake.
cmake is akin to makefile "makers" such as autotools or bakefile.
If the Makefile is written correctly, it can be understood perfectly by nmake as well as any other make utiity. So yeah it is cross platform. What I tend to have though is multiple Makefiles in a folder.
Makefile.Linux
Makefile.OpenBSD
Makefile.Win32
And then just run it like so...
make -f Makefile.`uname`
Edited by Karsten_, 24 August 2012 - 05:47 AM.






