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PwFClockWise

Member Since 27 Nov 2012
Offline Last Active Today, 02:49 AM
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Posts I've Made

In Topic: Starting out with graphics

01 June 2013 - 08:28 AM

I think frob summarized everything well. If you would like to learn about DirectX and/or OpenGL this guy is presenting easy-to-digest-tutorials in my opinion: http://www.rastertek.com/tutindex.html 

 

I've followed these a few times myself and there haven't been a problem at all so far. The tutorials are built upon each other so you are wise to start at the very first lesson ^^! Good luck


In Topic: Beginner Game developer

26 May 2013 - 06:25 AM

Well, it all depends. You need to ask yourself: Do I want to make a game now or do I want to make a game later? Making your own engine will teach you a lot of low level code - which can be very useful and fun! But it will also take you a lot longer to finish a game. There is no right or wrong answer, do what you feel is the most fun right now and no matter what you decide you will gain valuable experience.


In Topic: Getting started with C++

24 May 2013 - 12:52 AM

As previously said DirectX and OpenGL are not 2D libraries even if they can be used to for 2D rendering. SFML is something I've worked with, but only during 2 months or so. Me and some friends did a 2D game with it in college last autumn and it was pretty easy to work with. On the other hand I've programmed C++ for 3 years prior to this, so dunno how well you can code and if you can manage SFML.

When I started my first year in college we instantly started with C++ and after 6 months or so we were introduced to a 2D engine called HGE. We used that to make a simple(very simple) game for mobiles. It was 3 years ago so I'm not sure how I would feel about HGE now when I know a lot more, but I remember HGE being pretty easy to use - even as a beginner. But then again, programming was generally confusing at that time so maybe HGE isn't good at all ^^!

Might be worth checking up on, though. If HGE turns out to be too confusing I would really recommend SFML due to its helpful community and its broad usage.
 

HGE: http://hge.relishgames.com/ There are some example games posted on this link as well, might be interesting to check them out as well.

 

Good luck coding! biggrin.png


In Topic: Beginning Directx

18 January 2013 - 09:09 AM

I haven't learned any DX9 since DX10 was available when I started studying the subject. I don't know how much the DX9 differs from DX10, but the difference between DX10 and DX11 isn't big at all. I had no problems what so ever to switch to DX11, so in that regard I don't think there would be too hard for you to switch from DX9 to DX11 when you can.

But, then again, I don't know how much DX9 differs from DX10. Hopefully this was of any use to you :D


In Topic: Beginning Directx

18 January 2013 - 06:45 AM

Well, I also had a computer that did not support the DirectX11, and the only thing I had to change was this line: D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel, 1, D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);

 

To this instead: D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_REFERENCE, NULL, 0, &featureLevel, 1, D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);

This will allow you to do everything in DirectX11, but will use the CPU to draw instead of the Graphics Hardware. Obviously this will lower your FPS by like a 1000 times, so you will have like 0.1 fps or something. But it will work ^^


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