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About HKei

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  1. You can also find C++ lectures, although, I would recommend learning C before learning C++.[/quote] Why? On the contrary, if you don't know C yet I would recommend NOT learning C before looking at C++, you'll just end up getting confused. Idiomatic C++ looks very different than idiomatic C, but C++ will let most C code through just fine, so you might end up compiling C code with a C++ compiler and call the result C++.
  2. @riverreal - that's exactly the one I was talking about. It seems to cover a lot of stuff so I thought it might be worth looking into it, but the framework chapter was already very offputting. At least for me. So you say it's worth sticking around despite that?
  3. I've seen one that seemed ok, but covered very little material. Then there's the rastertek ones... Are these any good? My first impression of them is rather meh because of all that framework stuff that really just seems to delay the point, and of course code that has /////////////////////////////////////////////////////////////////////// // THIS IS A COMMENT ////////////////////////////////////////////////////////////////////// // THE ABOVE WAS A COMMENT ////////////////////////////////////////////////////////////////////// style comments. And then there's the examples in the SDK that are for some reason labeled tutorials. I read a bit about graphics programming before so I could mostly figure out what the program generally did, but then there's stuff like D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, //what's that? }; Let's look it up in the docs! D3D11_INPUT_PER_VERTEX_DATA Input data is per-vertex data. D3D11_INPUT_PER_INSTANCE_DATA Input data is per-instance data.[/quote] Gee thanks, that was very helpful. Maybe the info is in D3D11_INPUT_ELEMENT_DESC? InputSlotClass Type: D3D11_INPUT_CLASSIFICATION Identifies the input data class for a single input slot (see D3D11_INPUT_CLASSIFICATION). [/quote] This is probably trivial to all you guys that have years of experience in professional fields, but I'm just a hobbyist. While I do have a solid understanding of C++ and programming in general, I just can't seem to get into graphics programming because all the resources I find are either directed at complete beginners and don't go into any depth at all, or apparently require that you already have a very good understanding of graphics programming. If there's something I'm missing, I'd be glad to be corrected on that one.
  4. HKei

    gameprogramming in c

    Be a little more specific please? What did you try? Did you build allegro from source, or did you use a binary distribution? What's the code that fails and what errors do you get? And do you use Allegro 4.x or 5.x?
  5. Thanks for the information. I only saw it now because after 2 days I thought noone was going to reply. I'll try NBOpengl now, I'll see how far I get with the rest. (Although judging by the fact that this topic is on the first page when searching for 'Smalltalk Keyboard Input' in google, not too many people other than me seem to try this - that or I'm the only one for whom it isn't immediately obvious).
  6. A basic understanding of graph theory would be helpful (rather, a basic understanding of graph theory is always helpful, because graphs are everywhere) http://en.wikipedia.org/wiki/Graph_theory
  7. Is there any usable, actively maintained game library for Squeak/Pharo? Preferably a low level wrapper around OpenGL, but others would work as well. Now this is mostly out of curiosity (Smalltalk is always nice for trying things out, so it's also great for writing prototypes). The problem I have so far is that most projects I find have either already been discarded or were apparently written specifically for a version that I don't use. Maybe I'm doing it wrong, but it's still annoying (and that's only graphics. Haven't found anything on Keyboard/Mouse/GamePad input (of course mouse and keyboard has to be there somewhere, else Pharo wouldn't work) or sound yet.) Though I suppose if such a library doesn't exist, I will try Scala/LWJGL instead. (Oh, and before anyone brings it up: Performance is, at the present, a non issue for me. Interpreted or not, it will be a while until I start writing stuff where performance problems come due to anything other than my own incompetence, so I prefer to write my code the way I consider fun rather than what's maximally efficient.)
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