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About nixius

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  1. Thanks for your reply.   Hmmm... you are probably right there, maybe I am biting off far more than I can chew at my current level and for a project on my own.   Perhaps then, I will initially concentrate on a PC/Mac/Linux engine and get proficient at that, populating the engine's functionality with a few games and then try my hand at a mobile platform completely separately.   Once I feel I have mastered those, perhaps then I may be in a better position to tackle something like I initially proposed.   Do you think that sounds like a more plausible approach?   It just irks me that I will be starting something I know I will probably have to rewrite, perhaps that is just something I will have to swallow; at least for now.   Nixius
  2. Audio Library suggestions

    OpenAL is widely used but I found it quite difficult if you just want to use it in a simple way (i.e. simple BGM and sfx). I used FMod before and it is a delight to use, but I used it in a non-commercial project so it was free. If you can afford it I would say 100% FMOD. Isn't there an SDL audio library of some description? Not sure how relevant or useful that will be but perhaps worth a quick look?
  3. Hello all,   forgive me for posting about a topic that has probably been discussed several times; I do feel that my question has a few extra points though and I have done a couple of days of reading on the matter.   I started writing a game engine in C++ with Ogre3D, SDL and Bullet physics. I have got 70% of a game done with it but it was just not written very well with some fundamental issues so I am starting again with those lessons learned. One of the reasons I am so keen on using C++ is that I am trying to better myself in C++ (since that is what my career is based around).   This time I also want to consider how I can code the engine in the best way possible to be able to 'port' it to android and IOS (as well as supporting Windows/linux/mac) since I realised the current engine I have it would be near impossible to do. I have done a lot of reading about the android NDK and Objective-C but I'm still not really sure.   I do understand that on any platform there will always be specifics that will need to be written for that platform regardless (I think I read that I'd have to code the UI myself for android at least) but I'd like to avoid rewriting code as much as possible.   Ideally I would like to avoid tools like Unity as that is C# and costs a fair bit of money for licensing extra platforms which I just don't have at the moment. I also want the experience of writing more of the engine than a tool like Unity will allow (even if it is just piecing a few pieces of middleware together).   Will it just be easier to write 3 separate engines? One for PC/Mac/Linux and one for each mobile platform? Should I try and brush up on plain old OpenGL and OpenGL ES 2.0 for phones.   Am I trying to do too much for a one man job?   I'd be glad of any thoughts any of you have on this matter.   Thanks for reading, Nixius
  4. Hey guys, I have solved this and the solution is rather embarrassing, none the less in case someone falls into the same pit fall I thought I'd post. I basically decided follow some different instructions; this time from the ODE Manual wiki page - this time I built with premake. I then opened the solution, compiled and built, set the VC++ directories for the libs and copied the dlls over into debug/release folder. Proof that sometimes working on the same thing for hours straight is not a great idea, and a days break can really work wonders =). Cheers, NiX
  5. Hello everyone, I am trying to get a very simple ODE project to compile: #include "ode/ode.h" int main() { dWorldID world = dWorldCreate(); return 1; } however, I am met with the following linker error: error LNK2019: unresolved external symbol _dWorldCreate referenced in function _main In actuality I have been trying to integrate ODE into a larger project, but not even this will link. I have included the ou_debug/ou.lib files in my configuration dependencies. Normally I associate LNK2019 with an undefined function or an un-included lib file so I am somewhat stumped. Perhaps someone can see something obvious I have missed? Thanks for reading, NiX
  6. DS programming, before I start...

    I see where you are heading with this. I am quite fond of my DS and handheld devices, but being quite honest I am open to any form of games programming. Whether it's handhelds, consoles, PC's, gambling machines etc I don't mind I just enjoy programming and being creative. I understand what you mean about having something finished as well. I have a 3D game engine that has alot of functionality (combat, audio, menu system, changing environment, start of a partcile system) that I think I can definately use. On top of that I also have a vertical scrolling SDL shooting game that was made to run on a PS2 (not all that impressive I must say). A few reasons I am thinking of a DS profile piece is because it's a bit unusual, I like the idea of programming for the DS (I am terrible with graphics), it shows I take a keen interest in my work (that I will go to this extra effort) and also I wanted something other than school work to show. But I am now thinking this may not be such a good idea. Can I really make something substantial from scratch in 2-3 months? I could probably make something more compelling for the PC and avoid the risk of my homebrew antics being frowned upon (as mentioned earlier). Also, as sort of pointed out, if I am not specifically limiting myself to a handheld-programming position perhaps my time may be better spent on 'traditional' methods. Perhaps instead I could 'toy' with it just for fun and to learn. Then if I did apply for a handheld position I could perhaps mention it on my CV that I have some experience or at least bring in what I have 'played about' with on top of a more traditional piece. Thanks everyone for all your comments, they have helped me alot :)
  7. DS programming, before I start...

    Thank you all for your replies, I appreciate it :). Quote:If you enjoy working on it, and you learn stuff from doing it, then those are two things on the plus side, are they not? ~Tom Sloper Yes, very true however, what I didn't mention though was that because I just graduated I am taking 2-3 months off relaxing a little whilst also improving some weak points in my coding and trying to make a couple of interview/profile pieces. So, while after I get a job I may play around with the DS some (as you say, if it's fun and I learn) I was really indiciating if spending my 2-3 months on the DS would prove an effective way to make a good profile piece that would impress. This seems to have a mixed opinions. I already bought a 2nd DS and an R4 so I have spent too much money not to code some >8^D (whether it's before or after I get a job) and from the begginings of the links that have been so graciousely provided it doesn't seem incredibly difficult! Quote:Just my 2c/experience so far. Hope it helps some. ~ZeroSum Yes that helps alot thanks :) Quote:It also does cover the legality of it (although it could still be inaccurate.) ~gregrampage That is actually the place that described homebrew as legal (but some people abuse it and use it for illegal reasons), it was some posts on this forum that seemed to go against what this tutorial said. Thanks again for your comments, at the moment I am playing with some very small programs, I think I will infact look into DS programming after I have done with these with the aim of making something to show at an interview, unless of course a swarm of angry protests are follow this post. Thanks again~
  8. Hi all, I was unsure whether to post here or in consoles/PDA section but I figured this is a pretty beginner topic. First off I have had the negative experience of starting off on tutorials twice that have been slated later on by this community, so I thought I would ask first this time. I am looking for some nice recommended tutorials that would be good to get me into DS programming. I have got myself an R4 already, so I am on to the 'do' bit really. However, from reading a few posts here, I am not sure if I want to programme for the DS anymore. I do love my DS, and I like the fact that I can make games without overly fancy graphics (blah blah..). One of the main reasons I wanted to start programming for DS, was that I thought it would be a good thing to show at an interview 'look at what I made for the DS'. I have just graduated from a computer gaming degree so this wouldn't be my only interview piece. I am now under the impression that this thought might have been slightly naive of me. From what I have read I thought that homebrew on the DS was pretty much legal, but this fact seems to have been called into question now. Also, it seems that some of the better resources for programming would be 'hard to find'. I am getting a completely different complexion of what programming for the DS will entail (although I am aware the official dev kits are only avaliable to selected developers). So in a nut-shell, is it worth me spending the time and effort programming for the DS. Would it actually look good at an interview or would it project me as some kind of 'rogue' programmer :P. Sorry if this is a weird post, I'm just a little unsure at the moment. Any comments will be very mcuh appreciated.