#2 Members - Reputation: 253
Posted 24 October 2012 - 06:42 PM
Website: http://www.sfml-dev.org/
Licensing: http://www.sfml-dev.org/license.php
Pong Tutorial: http://www.gamefromscratch.com/page/Game-From-Scratch-CPP-Edition.aspx
#4 Crossbones+ - Reputation: 1373
Posted 24 October 2012 - 07:36 PM
Yes, however normally people who use DirectX or OpenGL use SFML, Allegro, or SDL for input because it's easier. It's really your choice however. I'd recommend either using Allegro or SDL, because with SFML you have to do a lot of extra stuff to capture input with it. You can either use Direct Input or an Input Library, with the latter being easier. If you're main goal is to learn all about DirectX however, you can use Direct Input.I am using dx9
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#6 Crossbones+ - Reputation: 1373
Posted 24 October 2012 - 07:39 PM
Here's Breakout:
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#9 Crossbones+ - Reputation: 1373
Posted 24 October 2012 - 08:30 PM
About the error, you need:
#define DIRECTINPUT_VERSION 0x0900When it says it's defaulting to 0x0800, it means it's defaulting to DirectX 8 input (Notice the 800 instead of 900).
if the above code doesn't work, then just use this:
#define DIRECTINPUT_VERSION 0x0800
Edited by superman3275, 24 October 2012 - 08:36 PM.
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If you need some photo editing done, contact me:
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if you want some programming help, or are recruiting for a game development team, either PM me on here or email me up there
#10 GDNet+ - Reputation: 521
Posted 24 October 2012 - 08:35 PM
c:\program files\microsoft sdks\windows\v7.0a\include\objidl.h(11280): error C2061: syntax error : identifier '__RPC__out_xcount_part'
1>c:\program files\microsoft sdks\windows\v7.0a\include\objidl.h(11281): error C2059: syntax error : ')'
1>c:\program files\microsoft sdks\windows\v7.0a\include\objidl.h(11281): fatal error C1903: unable to recover from previous error(s); stopping compilation
1>
I am really lost on this one.
#11 Crossbones+ - Reputation: 1373
Posted 24 October 2012 - 08:37 PM
Look at your VC++ Directory Settings in VS and see if the Windows SDK include path (C:\Program Files\Microsoft SDKs\Windows\v7.0\Include) is at the top of the list. This will make Visual Studio use the SDK resources first. You should also change the settings for the Executable and Library directories, so that the Windows SDK directories are at the top.
To change the directories, in Visual Studio IDE, go to Tools, Options, Projects and Solutions, VC++ Directories.
Edited by superman3275, 24 October 2012 - 08:38 PM.
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If you need some photo editing done, contact me:
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if you want some programming help, or are recruiting for a game development team, either PM me on here or email me up there
#14 Crossbones+ - Reputation: 1373
Posted 24 October 2012 - 09:26 PM
The SDK-Docs. At the end of each page describing a function there says what header and lib to use.
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#17 Members - Reputation: 1575
Posted 24 October 2012 - 10:02 PM
Here's a link to the project:
http://www.gamedev.n...attach_id=10098
Please note that I wrote this a while back and I've learned a lot of important stuff since then, so don't think that this is actually good code. It's not horrible, but it's not designed at a professional level either. It's just an example of the basic underlying procedure. The files you want in the archive are "Bricks/Bricks/ns_Input.h" and "Bricks/Bricks/ns_Input.cpp".
Hope that helps.
Edited by Khatharr, 24 October 2012 - 10:05 PM.
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#19 Members - Reputation: 1566
Posted 25 October 2012 - 09:03 AM
---(Old Blog, still has good info): 2dGameMaking
-----
"No one ever posts on that message board; it's too crowded." - Yoga Berra (sorta)
#20 Moderators - Reputation: 1918
Posted 25 October 2012 - 09:09 AM
Using DirectInput will remove pointer ballistics, which will make your mouse pointer feel extremely sluggish. It's also hundreds of lines of code to set up and use, where as window messages are "free". And finally, it's actually slower than using window messages - DirectInput spawns another thread to process raw input messages, meaning it has a higher overhead.
If you're just doing this to learn DirectInput, then go ahead - but never use DirectInput for keyboard or mouse input in a shipping product.
EDIT: From here: http://msdn.microsoft.com/en-us/library/ee418864.aspx:
Summary
Overall, the best method to receive high-definition mouse movement data is WM_INPUT. If your users are just moving a mouse pointer, then consider using WM_MOUSEMOVE to avoid needing to perform pointer ballistics. Both of these window messages will work well even if the mouse isn't a high-definition mouse. By supporting high definition, Windows games can offer more precise control to users.
Edited by Evil Steve, 25 October 2012 - 09:11 AM.
Steve Macpherson
Senior programmer, Firebrand Games






