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jiajia123

what do you mean a framework to write games?

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now currently doing a project and suppose to produce a framework using components of directX which can be used to create a game read thru the book "Game Programming Using DirectX" saw a few post on gurus having code their own frameworks a few questions? 1. how does these frameworks differ from the original directX code, i mean what purpose does it serve? 2. any good website or source for mi to read and learn? 3. how can one make a framework really original...i mean i thought of explaining in this manner... DirectX is like a an engine that can create alphabets A, B ....Z but the framework allows us to form words such as BUS....ACT..ie framework can be even bettered by allowing formation of even longer words...etc.. can i explain it this way? 4. any other books to recommend? thanks a million...

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quote:

1. how does these frameworks differ from the original directX code, i mean what purpose does it serve?



As you later stated...DirectX is sorta like a large collection of alphabet letters (a,b,c,etc..)...frameworks or wrappers are basicly collections of procedures that call on the raw DirectX componets...In your game, you would call on the framework or wrapper function to perform a specific task (to draw a 3D model, play a sound effect, etc..) while the framework or wrapper deals with all the specific details of how this is done (by calling on the raw DirectX componets)

Idealy when createing a framework or wrapper, your game will only deal with it and not DirectX...

The purpose for this is two fold...

1)once you have a stable, bug free framework/wrapper, you can reuse it in a large number of projects...it can speed up your development time as you arn''t constantly "reinventing the wheel" (rewriteing code to play sounds or draw the screen with each game)

2)portability...once you have a framework/wrapper standard in use by your game...the actual framework/wrapper can be rewritten to use OpenGL instead of DirectX...and if done correctly the game will still run fine (idealy)...this becomes very important when porting the game to a different platform (say from the PC to PSX2) your game code wouldn''t idealy need to change...only the framework/wrapper code...and once you have a ported framework/wrapper...all the other games you wrote useing it can be ported without any recodeing (idealy)...

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is a valid and reasonable project target to aim to produce a framework and a simple demo game within a month...or more time is needed?

a friend told mi for a experienced programmer..perhaps 2 weeks is enough...and it is not easy to justify that the framework is yours cause many people have already done...

have experience in C++, Java

have also read up a bit on Windows Programming and DirectX

i mean...is it easy to convince others that this is a true solo effort and not done by someone else?

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another question..

i have read thru some DirectX codings and Window programming stuff.. but to say create a frame work as a project...How do i start? any tips...

read thru Jim Adams...Game Prog with DirectX

will want to create a framework with components:
1. System (for initiazation and creating a window)
2. Input (DirectInput)
3. Graphics (OpenGL)
4. network (DirectPlay)
5. sound (Direct Audio)

can i create each separately and test it before goin on to another...better and more systematic rite?..problem is i dun know where to begin..in wat order...and worried that too much time will be spend on each part..

will want to create a simple demo game at the end...after creating such a framework....will coming up with a simple game be easy.....most prob 2D to be simpler..

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