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Member Since 24 Oct 2010
Offline Last Active Yesterday, 09:07 PM

#5142662 A little help. Is this 3D or 2D?

Posted by EddieV223 on 27 March 2014 - 01:15 PM

Since you say you have done 2d already I would suggest learning a 3d engine like Ogre3d or Irrlicht.  Don't try to write your own engine using low level api like directx/openGL.  That not only would take a very long time for one person to write but require a very high skill level.


If you still want to hang around 2d for a while use sfml 2.

#5139790 C# FPS, where do I start?

Posted by EddieV223 on 17 March 2014 - 02:22 PM

The true definition of an infinite loop is one that never ends.  You don't want to write an infinite loop, you must break out of this at some point, say when the game ends or the player chooses to exit.


There is a article on this site about component architecture, and also several books that cover it in a chapter.  Such as Game Programming Gems 6 chapter 4.6 .


You really should start reading books on the subject of making games as all this will be explained within.  A good book about 2d ( which is a good place to start ) is SFML 2 game development, check my sig for the link.  If that's not what you want then search amazon for what you are looking for.

#5139535 [SFML]Impementing movement for a 2d car

Posted by EddieV223 on 16 March 2014 - 01:58 PM

Do you want the car to rotate when turning?  It doesn't really need to unless you want the car to actually turn at an angle.  You could always keep it forward and just slide it to the left or rigth a bit when steering and moving forward.  This will allow you to use FloatRect to do collisions.  Otherwise you will need to create a rotated box class for collisions.


That said you can get from the transform the direction this object is facing and then use that to move the object forward, and rotate it a little when you want to turn.

#5135964 1 language to rule them all?

Posted by EddieV223 on 02 March 2014 - 08:23 PM

I suggest learning Unity first, this way you see what a real engine looks like, how it behaves, and what it's capable of.  Also it gives you a platform to learn within.

#5135904 Please help me get past the tool stage

Posted by EddieV223 on 02 March 2014 - 02:32 PM

Switching libraries is quite common as you have to work with an api to find out if it fits your needs or not.  Once you realize it doesn't then you have to move on.  



I'm going to layout two of the best paths I know of.  The first one is the more popular easier path the second is a bit harder however most who successfully hike that path say it's more rewarding.  Since you were kind of vague in describing your skill level I will pretend you are a complete beginner.


Path 1.  C# and Unity


Unity is a 2d/3d game engine.  C# is one of the languages you can script that engine with.  There is a free version of unity to get your feet wet.

Here is a pretty good book on programing c# and Unity.  This book is for beginning programming.  




Use either MonoDevelop or Visual studio for IDE.


Path 2. C++ and one of the following apis.

2D SFML 2.1 http://www.amazon.com/SFML-Game-Development-Jan-Haller/dp/1849696845/ref=sr_1_1?s=books&ie=UTF8&qid=1393792361&sr=1-1&keywords=sfml

Ogre3D http://www.amazon.com/OGRE-1-7-Application-Development-Cookbook/dp/1849514569/ref=sr_1_2?ie=UTF8&qid=1393792307&sr=8-2&keywords=ogre3d

irrlicht http://www.amazon.com/Irrlicht-Realtime-Engine-Beginners-Guide/dp/1849513988/ref=sr_1_4?ie=UTF8&qid=1393792323&sr=8-4&keywords=irrlicht


I would suggest VS or QtCreator for IDE.


In both paths  I would suggest Blender(3d modeling and animation) and gimp(texture editing)  since they are both free and open source.  However substituting them for a paid product like Photoshop is common.

#5132421 Newbie here!: Looking for good Game Dev sites/book to start with

Posted by EddieV223 on 18 February 2014 - 01:44 PM

You may want to look into a book such as this



#5124690 QT Program Help

Posted by EddieV223 on 18 January 2014 - 12:45 PM

You must use qmake to parse Qt code, mostly due to the signals and slots stuff not being standard c++ until QMake turns it into standard c++ and spits out the moc files.

#5115254 Best place to learn C++

Posted by EddieV223 on 07 December 2013 - 07:34 PM

You can check out my c++11 video tutorials in my sig, they are a work in progress and I am making more videos, they cover quite a bit already.

#5115252 How to program a zelda style game

Posted by EddieV223 on 07 December 2013 - 06:57 PM

The open source program called Tiled, is a great 2D map editor.  It can create xml files for your maps which you can then load into your game. 


I am currently working on a zelda style game ( the game play ), but the story is modern day. 


Me and my team are using SFML 2 libraries for rendering and sound, which is an Object Oriented Library, unlike allegro, which when using c++ is a huge advantage.  Also it wraps internally openGL, and openAL so it provides cross platform support.


If you are interested in this project you can check it out here, it is open source.


#5113901 Where do I begin WITHOUT an engine?

Posted by EddieV223 on 02 December 2013 - 06:46 PM

There are some good books on this subject.  I believe the best ones are the following in order of my favorites.


  1. Game Coding Complete 4th Edition http://www.amazon.com/Game-Coding-Complete-Fourth-Edition/dp/1133776574/ref=sr_1_4?ie=UTF8&qid=1385770254&sr=8-4&keywords=game+engine
  2. Game Engine Design and Implementation http://www.amazon.com/Game-Engine-Design-And-Implementation/dp/0763784516/ref=sr_1_2?ie=UTF8&qid=1385770254&sr=8-2&keywords=game+engine
  3. Game Engine Architecture (not much code examples) http://www.amazon.com/Game-Engine-Architecture-Jason-Gregory/dp/1568814135/ref=sr_1_1?ie=UTF8&qid=1385770254&sr=8-1&keywords=game+engine

#5112055 Help with Game engines.

Posted by EddieV223 on 25 November 2013 - 10:20 PM

Unity is a pretty good general purpose engine.  Other options include Unreal Engine, CryEngine, and writing your own.

#5106550 Making a game programming team

Posted by EddieV223 on 02 November 2013 - 03:18 PM

Try posting in the free classifieds.

#5106295 Beginning

Posted by EddieV223 on 01 November 2013 - 12:38 PM

Here is an example list of books you should read in the order listed.  This is just one example of a pathway of knowledge.  That said, practice coding as much as you can.  Code lots of fun projects.  Always write the best code you possibly can, no matter how insignificant the piece is you are working on.  Doing that is how you see areas that may be improved.


google will be your best friend.



Beginning c++ through game programming 4th Ed



How to write High Quality code

Code Complete 2nd Ed



Applied Game Development

SFML2 Game Development


#5105723 Questions about different pieces of a game

Posted by EddieV223 on 30 October 2013 - 12:14 PM

I agree about trial and error.  However I'd like to add that using resources is also a good thing.  There are books about how to make engine components, like Logging, Resource Management, Rendering ect...


If you are doing 2d I would suggest reading the new SFML2 book in my signature.  They build a large framework in it. 


Also there are a few books about 3d engines that go in depth into the components of an engine.  Some good ones are the links below.


I read this one, its good for learning about each engine component seperately.



I read this one too, its good for learning how to write an entire 3d engine from scratch



I haven't read this one but people seem to like it


#5105717 Retro wireframe vector graphics

Posted by EddieV223 on 30 October 2013 - 11:48 AM

I LOVE BATTLEZONE, I would dedicate years to making a new Battlezone like game if I could find other people willing to as well!  I can code.


Drawing in wire frame mode with openGL is very easy you simply set a state in openGL


to switch on,

glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );


to go back to normal.

glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );



Also I think you can just call draw like this


glDrawArrays( GL_LINES, .... )

glDrawElements( GL_LINES, .... )


You can render any geometry as wireframe in openGL this way.  Also if you turn off zbuffer and culling then you'll get see through as well I think.


What format you choose is up to you.  That said, I would suggest using AssImp since its a library that supports lots of different formats.  That will load your models in to a AssImp data structures, then you can read from it uniformly in your code.  If you really want to write your own file loader go with something easy like .obj files, to start with.  




Supported file formats for assimp importing ( loading  )

An asterisk indicates limited support. For a list of planned formats, see the wishlist.


  • Collada ( .dae )
  • Blender 3D ( .blend )
  • 3ds Max 3DS ( .3ds )
  • 3ds Max ASE ( .ase )
  • Wavefront Object ( .obj )
  • Industry Foundation Classes (IFC/Step) ( .ifc )
  • XGL ( .xgl,.zgl )
  • Stanford Polygon Library ( .ply )
  • *AutoCAD DXF ( .dxf )
  • LightWave ( .lwo )
  • LightWave Scene ( .lws )
  • Modo ( .lxo )
  • Stereolithography ( .stl )
  • DirectX X ( .x )
  • AC3D ( .ac )
  • Milkshape 3D ( .ms3d )
  • TrueSpace ( .cob,.scn )
  • Biovision BVH ( .bvh )
  • CharacterStudio Motion ( .csm )
  • Ogre XML ( .xml )
  • Irrlicht Mesh ( .irrmesh )
  • Irrlicht Scene ( .irr )
  • Quake I ( .mdl )
  • Quake II ( .md2 )
  • Quake III Mesh ( .md3 )
  • Quake III Map/BSP ( .pk3 )
  • Return to Castle Wolfenstein ( .mdc )
  • Doom 3 ( .md5* )
  • *Valve Model ( .smd,.vta )
  • *Starcraft II M3 ( .m3 )
  • *Unreal ( .3d )
  • BlitzBasic 3D ( .b3d )
  • Quick3D ( .q3d,.q3s )
  • Neutral File Format ( .nff )
  • Sense8 WorldToolKit ( .nff )
  • Object File Format ( .off )
  • PovRAY Raw ( .raw )
  • Terragen Terrain ( .ter )
  • 3D GameStudio (3DGS) ( .mdl )
  • 3D GameStudio (3DGS) Terrain ( .hmp )
  • Izware Nendo ( .ndo )