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Borland C++

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I''ve got a copy of Borland C++ 4.5 and a copy of C++ Builder, and was wondering which is best for games programming out of the two? I can''t afford to buy VC++ or anything, and the borland ones were free on a cover CD. I''ve been programming in VB with DX, but now want to use C++ with DX, so what do I need to include DX with either C++ 4.5 or C++ Builder (And can you use them with DX)

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Well Borland 4.5 is a very old compiler, so I would use builder 3/4/5 instead.
I don´t even think that Borland c++ is for Win32 but for Win16.

You can also get DX-headers and libs for builder at MS´s web-site, so just go for it.

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Well, keep in mind that even though you''ll download the Borland specific DX headers/libs from Microsoft, they may not be Borland compatible! I tried them with C++ Builder 4 and they didn''t work. But if you want DX headers/libs which are 100% compatible, download the free commandline tools from www.inprise.com (Borland''s homepage), this packet includes DX headers/libs (version 7) for Borland C++ Builder and they work just fine..... Happy coding!

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I have been using Borland compilers for many years and I have no problem with Win32. As a matter of fact, The programs I make are smaller and faster when I use a Borland compiler. As for the matter of compatibility, version 4.52 is very Win32 capable. If you need more just go to Borland''s website. You can find almost everything you need there, including a FREE win32 compiler!!!

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I used to use Borland C++ builder 3 for all my projects.. I had a problem with OpenGL though, and if you get that problem i can hopefully give you some pointers now to avoid hellish frustration..

firstly, GLAUX and GLUT are microsoft compiled, you neeed to obtainb the libs from somewhere. Have a scout around, i found them...had to compile them myself though.

secondly, and most importantly, openGL programs will crash with number out of range errors under borland and not under MSVC. this is due to a compiler feature which enables certain exceptions under borland.. search for disab;ling this on the opengl and borland websites and there are a couple of #defines you can put in your code to stop this happening (in effect, you are turning off the exception handling for these bits of code..) If you have trouble, dont hesitate to email me from my website:

http://www.joes-garage.fsnet.co.uk

Hope this helps if you ever get into opengl..
Cl;ynt.

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I to have used C++Builder 3 to 5 and the problem with opengl''s floating point errors can be resolved using :-

#include

// disable floating point exceptions
_control87(MCW_EM,MCW_EM);

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I think the same control87 command helps DirectX too (its at the top of my app). Borlands major problem (IMHO) is no support for Direct 3DX, the static linked support library. If you are considering immediate mode you have to think VC++ for 3DX alone (grr).


---
Rob

See other worlds at http://www.silverfrost.com

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