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About tj963

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  1. Well, I've previously done a bunch of game programming with C++ and used C# for a bunch of other stuff. If you're just comparing C++ to C#, use whichever you feel like. You can make great games with either. In terms of what is used in the industry, it's currently C++. I don't think that's going to change within the next few years, though it make further into the future. But I've seen C# used for tools, which has more to do with the ease of developing a UI in .NET than anything else. Plus, tons of research has shown that C# is in the same ballpark for performance as C++. It might not be quite as fast but generally unless you're trying to write something really high performance, it won't matter. However, XNA is a bit of a different beast. It REALLY simplifies getting stuff up and running for a game. I mean, compare the beginner samples in DX9 with C++ to the XNA ones. Bottom line, I'd recommend XNA. It will simply allow you to actually create what you want much more quickly if that's your goal. On the other hand if you want more industry related experience, maybe C++ is the way to go but it'll take you a lot more effort to get stuff running. tj963
  2. Like b2b3 alluded to, you just need to define your variable. PFNGLPOINTPARAMETERFEXTPROC glPointParameterEXT = (PFNGLPOINTPARAMETERFEXTPROC)wglGetProcAddress("glPointParameterEXT"); tj963
  3. You certainly can, but you lose the keyboard interface. One other option would be to get a cheap synth and playback through your laptop. tj963
  4. What you're looking for is SPY++. I think it's part of the Platform SDK. tj963
  5. tj963

    Minimal graphics library

    I saw C4 mentioned a while ago and it looks pretty impressive. I'm not sure if it's exactly what you're looking for. tj963
  6. If you're using Visual Studio, you can look into the CRT debug heap. tj963
  7. tj963

    Whats wanted in todays RPG

    Probably something like WoW, since so many people play it. Seriously though, that's such a broad question and you're not going to appeal to all RPG players no matter what you make. I would recommend you make it however you want to see it and then tweak it until it's fun to play. tj963
  8. So it's possible to create custom objects (by deriving from Object?) that behave normally? Or do you create some sort of fake mesh to represent it and store the properties somewhere else? The exporting and user input parts I understand and have looked through the reference for. I'm pretty sure I've got a handle on the rendering too, but I haven't really figured out where to put the data yet, and how that interacts with the rest of Blender. Thanks, tj963
  9. So nobody wants to share anything about their experiences on a "real" pipeline? tj963
  10. Hey, With the ever increasing amount of code and more significantly art in my project I'm reaching a point where I think I need real build system of some kind to manage it all. At my work we use SCons which works quite well and I don't mind using Python (though it wouldn't quite be my first choice). I've used makefiles in the past but as far as I know that's not really a viable solution without some scripting or additional tools to handle a lot of the non-code assets nicely. My biggest issue is that is take a while to build, even for small changes. So my first question is, what do you think of SCons and/or would you recommend something else? Secondly, does anybody have any experience with extending Blender beyond just modeling to include things like placing triggers, scripts, collision information and other in-game things? One option is to write my own editor for placing ingame objects and stuff, but as much as possible I'd like to offload editing tasks into Blender so that model/animation editing and triggers and stuff can all be done in one place, since writing an huge editor is a big enough task in itself. Or alternatively, would you recommend a different editor (free/open souce) that would better support this functionality? Thanks, tj963 [Edited by - tj963 on August 3, 2006 11:20:28 AM]
  11. tj963

    Do you use arrays for mesh data?

    Firstly, the cost of iterating through a vector is the same as iterating through an array. In fact, it you treat a vector like an array and call reserve() to allocate a certain size before starting to insert elements you'll have almost no overhead at all over an array. If you want a fixed size array, you can look into boost::array. Secondly, a little performance spent to avoid bugs is always worth it. tj963
  12. tj963

    .NET platform vs. Win32

    Yeah, if you feel more comfortable with managed then I would definitely say stick with that, especially if it lets you code more cleanly and more quickly. As for performance, it's pretty close, especially if you're offloading a lot of stuff to the GPU anyways. tj963
  13. There's also a similar dynamic_cast version which is preferable for downcasting pointers, unless you're REALLY pressed for speed because it ensures a correct cast at runtime. tj963
  14. tj963

    Criticise my D3D code please

    On the matter of friends from the C++ FAQ. Friends can break encapsulation (and frequently do) but not necessarily. tj963
  15. It should be D3DSURFACE_DESC. tj963
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