Kind of stuck in learning.
#1 Members - Reputation: 609
Posted 01 September 2012 - 01:16 PM
In the meantime, I would like to learn something else.
I just finished Scott Meyer's books and The C++ Standard Library. I also know the math.
What else can I do?
#2 Marketplace Seller - Reputation: 8913
Posted 01 September 2012 - 01:25 PM
SFML is an excellent 2D C++ library.
Edited by Servant of the Lord, 01 September 2012 - 01:25 PM.
All glory be to the Man at the right hand... On David's throne the King will reign, and the Government will rest upon His shoulders. All the earth will see the salvation of God.
Of Stranger Flames - [indie turn-based rpg set in a para-historical French colony] | Indie RPG development journal
#4 Members - Reputation: 336
Posted 01 September 2012 - 01:35 PM
My qualifcations are not here to showcase, but for those I answer and ask, to get a better idea on my knowledge.
BCS Level 2 Certificate for IT Users (ECDL Part 2)
OCR Level 2 National Award in Business
Level 2 First Diploma in Media
Level 3 Diploma in Games Design and Development Extended
BSc Hons in Computer Games Programming (Current - 1st Year)
#6 Members - Reputation: 148
Posted 01 September 2012 - 03:39 PM
#7 Members - Reputation: 326
Posted 01 September 2012 - 04:15 PM
So I would get familiar with SDL/SFML, since later you can and OpenGL to either one of those. It's probably a better idea than jumping straight into OpenGL in all honesty. I wouldn't recommend that for beginners.
If you aren't so set on using C++, I would look into learning Python with Pygame for 2D game programming if you're just starting out.
#8 Members - Reputation: 609
Posted 01 September 2012 - 04:16 PM
Edited by lride, 01 September 2012 - 04:17 PM.
#9 Marketplace Seller - Reputation: 8913
Posted 01 September 2012 - 05:01 PM
Or, use a 3D engine that supports older OpenGL stuff - you won't have to learn outdated OpenGL, but you'll still get to mess around with 3D, you'll still get to make a cool game, and you'll still learn alot.
All glory be to the Man at the right hand... On David's throne the King will reign, and the Government will rest upon His shoulders. All the earth will see the salvation of God.
Of Stranger Flames - [indie turn-based rpg set in a para-historical French colony] | Indie RPG development journal
#10 Moderators - Reputation: 4992
Posted 01 September 2012 - 05:10 PM
#12 Members - Reputation: 421
Posted 01 September 2012 - 08:28 PM
as opposed to making suggestions about what I think you should do, I'm just going to tell you that my personal experience was by mere chance guided into getting into opengl instead of direct3d, there was no rhyme or reason, but I am happy because seemingly all 3D-capable devices have some form of opengl support (whereas d3d is the exact opposite, with the exception of what I imagine to be some similar form of it on the xbox).
'opengl programming tutorials' is/are all you need, both literally, and as a google search term. I discovered nehe.gamedev.net a lifetime ago and off I went writing native win32 applications that utilized opengl. it wasn't until much later that I began using a cross-platform library, which came to be SDL, the most decent one at the time (for my needs).
there is SFML, I recently began familiarizing myself with the library's API documentation as it appeared to have such a clean and concise implementation, began a sort of practice project with it, only to find that it required some further external libraries to actually be used by my program which were not included - a personal pet peve of mine as far as software development is concerned.. these sorts of 'issues' are known as EXTERNAL DEPENDENCIES, and I hate them passionately, including all programs and programmers that RELY on them incessantly without any regard toward the end-user's experience and/or overall performance degradation that may result from them. It takes a real programmer to write quality software, and 'quality software' entails producing an OPTIMAL experience to the user.
nowadays I've resorted to hand-writing native code for each platform, basically for the reason that I simply do not trust anybody - including other programmers and their widely-varying abilities, and it's bad enough that my code runs in an operating environment that I have little to no idea what it may be doing behind the scenes *really*, there's simply no need for me to further complicate things with library API learning curves and the unpredictable issues that will only be layered ontop of the inherent and/or existing ones that development will burden me with.
but that's just me, and I felt my 2 cents were about due around here.
#13 Marketplace Seller - Reputation: 8913
Posted 01 September 2012 - 09:33 PM
Perhaps you downloaded the wrong build? Yes SFML requires a few 3rd party libraries (better than it re-inventing the wheel!), but it includes those with the SFML libraries... you don't have to go hunting for them.there is SFML, I recently began familiarizing myself with the library's API documentation [...] only to find that it required some further external libraries to actually be used by my program which were not included [...] these sorts of 'issues' are known as EXTERNAL DEPENDENCIES, and I hate them passionately
The dependencies (if building SFML from source) are: freetype, glew, libjpeg, openal32, libsndfile
libsndfile-1.dll and openal32.dll are the only things that need to be distributed with the SFML DLLs, the others being statically linked to the SFML libraries.
[/off-topic]
All glory be to the Man at the right hand... On David's throne the King will reign, and the Government will rest upon His shoulders. All the earth will see the salvation of God.
Of Stranger Flames - [indie turn-based rpg set in a para-historical French colony] | Indie RPG development journal
#14 Members - Reputation: 1029
Posted 01 September 2012 - 09:43 PM
I mean it supports up to 2.1, but I don't want to waste time learning deprecated stuff. I made a snake game using SFML and OpenGL. Now I want to learn the new stuff, but unfortunately, my poor graphics card doesn't support it.
You can still learn a lot about OpenGL with a 2.1 implementation. If you haven't learned GLSL, you can still do quite a bit with with the 1.2 version that will be trivial to port to modern versions.
Transition from OpenGL 2 to modern OpenGL using my OpenGL Tutorial.
#15 Members - Reputation: 1671
Posted 02 September 2012 - 01:04 AM
So maybe you could update your machine.
#19 Members - Reputation: 847
Posted 02 September 2012 - 09:36 AM
http://www.raspberrypi.org/
Supports OpenGL ES and its only 25 bucks and runs Linux..
[EDIT : Or you can just pick up an old Android device which supports OpenGL ES for about the same $ and get started that way and get to learn some Java / Android programming to boot.]
Edited by ddn3, 02 September 2012 - 09:39 AM.






