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Dunge

Member Since 01 Aug 2000
Offline Last Active Oct 31 2013 11:17 AM

#5092507 Stick with C++ or venture into C#?

Posted by Dunge on 08 September 2013 - 11:31 AM

Well C# is much much faster the develop than C++ (especially the compilation time) and provide better warning/error messages and provides tools like LinQ to do quick container manipulation that I miss in C++. On the other hand, you can't use every libraries in C#. If you plan to interface directly with DirectX/OpenGL or other C++ libraries you can't except by using wrappers like SharpDX and such. C# code is also easier to hack and disassemble unless you obfuscate it.




#5081838 Which Of These 3 API Combinations Would You Advise (GUI's)?

Posted by Dunge on 30 July 2013 - 08:31 PM

I would take a look at Qt




#5081004 Win32 vs x64 ?

Posted by Dunge on 27 July 2013 - 01:52 PM

Except for people aiming for a very high-tech games engine like let's say CryEngine/Unreal, you probably will never reach the memory limit and the small performance boost advantage is not worth the compatibility/portability issues you will encounter. Almost all games even nowadays are built in 32bits only, and some rare offers both the 32bits and the 64bits executable file, but I don't think I ever saw any game offering only a 64bits version. In any case, you can always switch it anytime to see how it's different during your development.

 

As an exercise, just look on your own computer what's installed in the "Program Files (x86)" (32bits) folder versus the "Program Files" folder (64bits). Most of what is installed in the 64bits version are Microsoft programs, drivers and some high-end applications like Autodesk's ones.




#5079411 Wanting to build a 2d RPG but kind of lost

Posted by Dunge on 21 July 2013 - 04:45 PM

RPG is not the "most difficult genre", it's probably the most scalable one in term of difficulty since you can do a quite basic RPG.

 

To be honest "pointers and classes" ARE the answer you are looking for, you NEED to know about them to go further. It's quite simple actually. Classes are like a template of every variables who will contain the data representing an entity(object) and such. Instances are the objects themselves instantiated from the class, you can have multiple instance of the same class in memory at the same time. Pointers are just identifiers in form of number telling you where is the instance of each objects you have is so you can access them to use them.

 

At your point, I would say you should learn to draw shapes and store them to be able to move them independently. Once you manage to do that you are much more advanced.

 

Other than that, learning how to use an API (like SDL) is important, knowing the language is one thing, but it means nothing without APIs to do things with. Reading the documentation and official guides are always a great help.




#5062635 Directx tutorials?

Posted by Dunge on 17 May 2013 - 01:03 PM

Also note that the official SDK documentation/tutorials/samples are quite good too.




#5053484 Object Reference Not Set To An Instance Of An Object

Posted by Dunge on 15 April 2013 - 10:57 AM

Just as future reference: This kind of situation is very easy to debug. When you get this exception, Visual Studio should break at the problematic line. This particular error message means an object is not instanced (null pointer), so you just check every object on the line by moving the mouse over and you will see that in this case either "Ground" or "Bones" will be null. Check when it was supposed to be loaded and here's your problem.




#5042804 C++ Programming - What IDE to use ?

Posted by Dunge on 13 March 2013 - 01:35 PM

If you do Windows development, Visual Studio all the way. Others are not even close.


#5037740 HDMI laptop to TV

Posted by Dunge on 28 February 2013 - 02:53 PM

Go to nvidia control panel / catalyst control center / whatever equivalent for intel card and check the second monitor.




#5029222 Fear of the many many different types of PC's

Posted by Dunge on 05 February 2013 - 05:11 PM

It was thousands of time worse in the 1990's era. Nowadays, if you use standard development methods it will have standard results. The operating system does most of the job. For Windows games, DirectX10 solved a lot of these problems because when you know a machine is capable of running DX10, you know it will have at least a standard feature set supported and you don't have to test every single aspect of your software. You will only have strange result when you go very technical in some shaders to the point where you have to work with Nvidia/ATI directly to optimize the drivers (in some AAA games), but for indie development it's not the case. As others said, just select a "minimum requirement" and ensure yourself that your game works on it, and then at the end do some QA testing on a few different major hardware brands. 3D graphic libraries allow for resolution to scale quite well on whatever you set it to, but you might want to look for fixed aspect ratio if you do 2D games.

 

The place that you will encounter the most problems is the localization. Working with a machine set to use date and currency format in Arabic will cause exception in your code that you never though of.




#5021539 Learn OpenGL and Direct3D at the same time

Posted by Dunge on 14 January 2013 - 01:38 PM

I would say it's a very good idea. Learning 3D API's are mostly about learning the 3D theory, and then finding the correct way to implement it. You will find out that OpenGL and DirectX have a different vision, but at the end there's an exact equivalent for each concept in both API. Of course it will take a bit more time, but it may help clarifying thing up as you go.

 

I find weeska point of view a bit limited, why suggest to stick to one API when the question is clearly about learning both. You will find OpenGL faster to start with, while DirectX require creating lot of object with lot of flags/parameters who seems useless at first, but at the long run DirectX is easier to use in a complete well-made graphic engine than OpenGL.




#5016176 Strange bug in Release mode

Posted by Dunge on 31 December 2012 - 03:31 PM

I'm not 100% certain, but maybe the clean/rebuild just moved the memory around and hid the bug, but did not fix it. I would take a look at every place you use the pBla variable. Make sure it's initialized at null, set back to null when deleted and always check for != null before using it. Also check static array before/after the places where you use your Foo class, because it might be a buffer overflow, it cause this kind of problems.




#4991959 Sega console programming(homebrew?).

Posted by Dunge on 19 October 2012 - 04:00 PM

[...]although I do wonder if Gunlord uses one. For a small team I doubt they have paid a licence to Sega[...]


Well, from what I can see they have released the game on the retail market so yes they probably did. They have registered domain names for both the game and the developers and created two other games, so it's more serious than a basement project. If that's the way you want to do it, fine, go ahead and contact Sega, ask to become a licensed developer and you will get a devkit with the libraries needed and the documentation with it. It won't be free though, if still available. Otherwise, stick to the underground homebrew scene and you will find many people still playing with it and eager to help you.


#4991937 Sega console programming(homebrew?).

Posted by Dunge on 19 October 2012 - 03:23 PM

Doing homebrew programming is on the limit of legality depending on the country you live in. To play a burned CD-R on a DreamCast, you either need to install a modchip, or use a boot cd, again barely legal. You can also try to find a few emulators, that might be easier for development and tests. For the technical programming aspect, since you don't have access to the official Sega SDK, I suggest you ask this question on other forums dedicated to emulation and homebrew, there are a few nice ones out there.


#4986151 Game Engine from scratch using C++ and python - Where do I start?

Posted by Dunge on 02 October 2012 - 01:10 PM

When I was 13yo (13 years ago) I had very basic knowledge of programming. I knew basic C and understood everything the wrong way. Still, I e-mailed a developer from a simple game I wanted to mimic (that was before I knew about GameDev), asking this exact same question (where do I begin) and his reply was : "Download the DirectX SDK". Judging from this forum, this is the worst answer possible, but at the time I loved that guy and it actually helped me to start trying things out, to find out by myself I was trying things too advanced for my level.


#4974547 DirectX or SFML or SDL? c++

Posted by Dunge on 29 August 2012 - 02:11 PM

SDL is not only "sitting on top of OpenGL". It have complete 2d drawing functionality by itself. I use it directly on the linux framebuffer on a embedded arm device with no graphical hardware acceleration.. The OpenGL part of it is simply a wrapper on top of SDL to simplify using OpenGL without having to deal with the Win32 API. In your tutorial website, only the Lesson 36 start talking about OpenGL.




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