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About Wojtek

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  1. C++ Timer Library

    void CTime::Update() { td2 = GetTime(); dt = (td2-td) * 0.1f; td = td2; } Could somebody tell me why do we multiply the variable dt in the above timer update function by 0.1? That would give us the difference time not in ms, but in 0.01s.
  2. What library should I go with?

    Cause writing one by myself would kinda hit the gaming project back by a few years? :D It's not like I want to do EVERYTHING by myself. I just like to have a bit more control over what I'm doing and not having to stick with the API... Well maybe I'm not an expert in Java yet, but for some the API is a blessing and to others a constraint ... So you really shouldn't worry about me using libraries in C++ :) I like the Java API, it's good stuff, easy to use and all that and you don't have to worry about libraries, as it's already with the JDK. But on the other hand how many commercial games on PCs and consoles do you know that have been written entirelly in Java? "Chrome"? OK that's one, but it ran horrible. I really don't know why is it so hard to understand that I'd like to choose and further learn C++ while writing the game? I only asked about the libraries :).
  3. What library should I go with?

    Quote:Original post by Simian Man I recommend SDL. I developed a side-scroller (with ~8,000 lines of code) using SDL on Windows. A few days ago I compiled it on Linux for the first time and had it running perfectly within 15 minutes. I also find that the software rendering gives more than enough performance on today's computers. If you are planning on having real-time rotation, scaling, or 3D effects, however, you will need to use a 3D API like OpenGL. If you do go the OpenGL route, SDL works very well with it. Sounds great. So I can just use SDL and whenever I decide to hit something that uses 3D I can still stick with SDL by using OpenGL with it? Sounds sweet. So is "allegro" a purely 2d type of library or what? Quote:Original post by smitty1276 Why don't you like java? If you don't like java, you probably won't like C# or C++. Java is clean, and C# is very similar. Or is there some specific thing you don't like about it? It's not like I'm starting to discover C++. I just prefer C++ to java all in all. For me java executables are very slow in comparison to software written in other languages. I'm a "manual" kind of guy so all the java perks like the auto-garbage collector, the API that almost has everything in it, etc. don't mean much to me... I also didn't like C# that much (this was also a class project, though we had a choice between C# and Visual Basic...). So let's just stick with C++ alright? :)
  4. I agree with Saruman. It's actually a 3d engine since "Third Dawn" I guess, but the perspective's fixed. "Renaissance" was probably the last full-2d incarnation of UO.
  5. What library should I go with?

    The thing is that I don't like java too much. I've done the chess game as a class project, which required using java. And also I'd like to further my c++ knowledge, as my college's programming courses are mostly "java-based"...
  6. Hi gang! It's my first post over here, I really am starting to like this place, although I've just discovered the forums like a week ago. OK back to the main deal: I'm planning on making a game in C++. I know my fair share of the basics, I've already done one simple game in C# (simple tic-tac-toe with a GUI) and a chess game in Java (swing GUI, no AI). The game that I'm thinking of should have an isometric 2d-like user perspective. The game graphics would be 2d (sprites, etc.). I know there are a couple of game development libraries out there (like allegro or SDL), but I don't know which one I should choose. What are the advantages or disadvantages of either one? I'd like to have my game portable, at least on Linux and Windows, so I'll have to take this into account. I've looked through gamedev.net's substantial resources section, but I still have this dilemma. What about using OpenGL coupled with SDL? What good would that do? I'd like to hear comments and hints coming from you, more experienced game developers. I'm sure that your replies will help me greatly. PS: sorry for my not-so-perfect English and if I've started this thread in the wrong subforum then please move it to the appropriate place. Thanks!
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