You can compile makefiles on windows with MinGW32-make. Just check in your mingw installation and see if there is a binary called mingw32-make. If so, open a command prompt, cd to the folder with the makefile in it, and run mingw32-make.
Posted by kidman171
on 11 February 2013 - 03:33 AM
Try compiling glew with mingw using the makefile that comes with the source. You will need to compile it through MSYS because the makefile is not windows-compliant. Then link to your newly compiled library and that should fix things.
What you should do is keep track of when the key gets pressed and when it gets released. You could have a simple array of bools, one for each key. When you get an SDL_Keydown event, switch the key in your bool array to true. When you get an SDL_Keyup event, switch the key in your bool array to false. Then in your update loop, you can just check your bool array to see if x is pressed and move your sprite accordingly.
Note that opengl32.lib only supports up to opengl 1.1. If you want to use any newer functionality, you need to get that functionality from the graphics card drivers. Your best option is to use a library like glew(http://glew.sourceforge.net/) to load that functionality for you.
This is under the calculate_position function in ball.py. However, this piece of code is calculating the winner, not the position. Putting it in its own method called something like determine_winner() could help you find errors easier because you will know right where your code is that determines the winner.
Also, the speed for the pad is controlled by a variable called ball_speed. Don't you think you should call this variable pad_speed?
Posted by kidman171
on 27 November 2012 - 07:21 AM
Hi, I've been studying modern opengl (3.2+) lately. Like the other's have said, opengl is not tied to a compiler, you can use any compiler you like. At home I use Visual Studio 2012 Express and at work I use Code::Blocks with MinGW 4.7.2.