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Samurai Jack

Member Since 29 Jan 2004
Offline Last Active Aug 22 2016 02:57 PM

#5253606 C++ Graphics Library

Posted by on 23 September 2015 - 01:50 AM

Isn't cairo a vector font rendering system? DeFessler: if you would like to finish a game instead of prototype it for ages I'd kindly recommend Unity 3D :) With C++ you will focuns only on the mechanics/features not on the game in 99% of time. And there is a great probability it will never get done. With Unity you will have your game finished in notime but also get richer for the experience that a coder is not a game producer because you will run out on levers or excitement.


Did you try SDL or Alegro and the other stuff? I wish you all of luck in your project.

#5240411 Has anyone got a feeling of this when you were starting as game developer?

Posted by on 14 July 2015 - 11:40 PM



Take Unity. Worry no more.

#5237462 Sphere mapping problem

Posted by on 29 June 2015 - 04:47 AM

Why don't you just load an .OBJ or something like that. Why bother?

#5235260 Do I really need SharpDX or Slimdx for this?

Posted by on 17 June 2015 - 04:08 AM

Why don't you use Winapi? Do you really need DirectInput or XInput? Winapi provides a lot of joystick functionality.

Look for joySetCapture in winmm.





#5179018 How to add a Console and Output to an existing New Empty Project

Posted by on 08 September 2014 - 11:43 PM

Here you go:




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#5143640 \why can't I initialize a multidimensional C array with zeroes

Posted by on 01 April 2014 - 01:57 AM

int multArr[3][2] = { {0, 0}, {0, 0}, {0, 0} };


Yes. Aregee has it correct. On the other hand, you can allways use memset?

memset(multArr, 0, sizeof(multArr));

#5143433 Linux development...

Posted by on 31 March 2014 - 04:53 AM

Go with Code Blocks. It has templates ready to start up. You can go with SDL, Glut, Ogre.

Code Blocks has a lot of templates you can use. The downside is, it expects all external libraries

to be set up in the folder structure like this: glut /include /src.

Once you have this figured out, everything works as a charm.


Maybe you start with GCC and some simple GLUT programs, just to see how to compile.

Once you have that, you will easier assign the configuration for Code Blocks.

#4921630 New to C++, could I get advice? (switching from C#)

Posted by on 13 March 2012 - 06:26 AM

First of, I'm a C++ engineer for almost 12 years now. You would never be able to create souch rich context as in XNA in souch a short period of time. The main problem is, that C++ in theory offers too much but in praxis provides very little. For example, thare are no strings in C++. You have to use array of buffers or you take STL. But, if you take STL, there is no guarantee that it is fully supported on Linux. Besides, many compilers do not even support STL by default, you have to download some additional libraries. When you get the libraries, you'll most probably run into compiler issues.

Also, there are almost no usable C++ classes out of the box. You need to provide them by yourself. Even OpenGL. You can't load a signle texture seeking for the code to open BMP or don't even think about DDS. Once you solve that, most probably with a library, that library will most offen not work cross platform. So you get stuck again.

And directx? Compared to XNA ? Oh dear jesus. Did you know, there are no classes except for the Gui? Everything is so basic in C++, you get down to ints and floats. There is no model class, there is no resource manager, there is no audio manager. You need to write / provide wrappers by yourself.

At the beginning it is interesting, but as more time you put into it, the more pitfalls come up and you get frustrated.

If you're not able to finish a game in XNA you will never be able to finish it in C++. That's my practical answer.

C++ simply offers to little in praxis. You should take a tool where you can quickly provide results. That's not C++. That's XNA.