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fluffybeast

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About fluffybeast

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  1. You need at least a basic understanding of programming languages before you can do that. It's like picking up a guitar and expecting someone to make you Jimi Hendrix just because you can play Smoke on the Water.   You're just setting yourself up for a lot of frustration. And you will be pounding your head against the wall all the time. Start simple like the other have suggested. It won't be an awesome 3d multiplayer game, but at least it will be something you have made from scratch.  
  2. fluffybeast

    Using C++

    I find C more confusing. In order to use it, you have to deal with pointers. Things like pointer arithmetics is hardly intuitive. And he'll most likely never need it. Having things like std::string will make his life a lot easier, and it's WAY less confusing than using char* with functions like memcpy() and strcpy(). They're both easy to use wrongly and hard to debug.
  3. fluffybeast

    Using C++

    Why C? I see no reason to start with C rather than basic C++. In C you have to deal with more lower level stuff, there's more fiddling and things are generally a lot less intunitive. Start with C++ and learn the basics. I mean, why would you struggle with char* when you have std::string in C++? And with the standard library, classes and streams, C++ is a lot different from C.
  4. fluffybeast

    SDL2 question

      Kubuntu. Ive found it through the package manager(libsdl2 and libsdl2-dev). That's great! I'm glad they decided to add SDL2, much easier than having to compile it yoursefl.  
  5. fluffybeast

    SDL2 question

    You need to install it first.What version of Linux are you using? I'm not sure how to do it on every platform, but I know you can install it via your package manager on Fedora and Arch. On Ubuntu or Miny you can follow this guide.
  6. fluffybeast

    C++ IDEs for Linux

    I too use vim, as I like being able to write code without moving my hands away from the keyboard. It takes some getting used to, but it's worth learning. And besides, I've never found a full-fledged IDE for Linux that I like As for compiling, I have my own crude build system which uses qmake to generate a make file which is then compiled. And when it comes to debugging I have no problems using just the command line and gdb to get a backtrace in case of segfaults.  
  7. fluffybeast

    Need advice on Graphic API's

    OpenGL is not dead, I believe the "war" was started by Microsoft's campaign for DirectX, trying to convience everyone tha DirectX was better, while in reality OpenGL was faster than DirectX ( but Microsoft has improved the speed of DirectX and they're just as fast now, I think. ) OpenGL has been update several times the last couple of years and now supports all the features that DirectX does. After what I've heard, DirectX is more object-oriented than OpenGL, but I have only used OpenGL so I don't know. OpenGL isn't too hard to use, and there's a few tutorials on the newest versions + a very usefull API on the official page of OpenGL. If you want your code to run on more than just Microsoft's platforms, OpenGL is the way to go.
  8. fluffybeast

    How to make a game like World of Warcraft?

    Take a look at PlaneShift. It's an open source mmo. It's smaller than WoW but still there's over 400 000 lines of code, and it's 11 years in the making with about 150 programmers working in their spare time. If you want to make game, you need to start with something simple, especially if you plan on getting it done before the end of the summer.
  9. fluffybeast

    Nehe old opengl lessons gone

    Yea, the address is nehe.gamedev.net, but it still works here. =S As an alternative you could check out swiftless, he has tutorials for both older OpenGL ( like in the NeHe-tutorials ) and the newer version (OpenGL 3/ 4. ) If you're interested in newer OpenGL, there is a more comprehensive tutorial here ( haven't checked it out, though. )
  10. fluffybeast

    Best openGL resource

    NeHe is deprecated, in newer OpenGL you have no fixed function pipeline and have to write shaders yourself. A lot of the old API calls are removed in OpenGL 3/4, which means that you have to do more of the work yourself, like creating your own matrices etc... There is a large tutorial on it here (haven't checked it out myself, though. ) You should also check out the OpenGL documentation, which I use a lot myself since it tells you what the different API calls do.
  11. fluffybeast

    Nehe old opengl lessons gone

    NeHe works just fine here.. EDIT: typo
  12. fluffybeast

    GLSL matViewProjection

    You should read a couple if tutorials on this before trying to implement it. The OpenGL wiki has a couple of tutorials on how to get started with OpenGL 3.0.
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