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About SimLabDevelopments

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  1. SimLabDevelopments

    SFML - How to create a main menu?

    http://lmgtfy.com/?q=how+to+create+main+menu+in+sfml   Quite a few discussions out there already.
  2. SimLabDevelopments

    [SFML] How do I start making games?

  3. SimLabDevelopments


    A few things to look into... A board could be represented as arrays--perhaps a row array, and then a board is a collection of rows. Read into object oriented design.
  4. SimLabDevelopments

    SDL,vector, with reference question

    Is there a question here somewhere?
  5. SimLabDevelopments

    Which database? Text adventure MUD

  6. SimLabDevelopments

    Starting From The Very Beginning

    Do you see that search box on the top of the screen? Click into it and type "best language beginner". There's your answer. Seriously though, irrespective of language, perhaps the #1 skill for a developer is the ability to research and answer questions.
  7. SimLabDevelopments

    Problem with visual C++ 2010 express

    You can't selected your own source files and headers? This usually means that the files are no longer located where VS thinks they are.
  8. SimLabDevelopments

    just started need help

    Here's a tip...to be an effective programmer, it is quite beneficial to develop problem solving / research skills. 1. Open your browser and navigate to www.amazon.com 2. In the search field, type "c++" 3. Hit <Enter> 4. There you go...
  9. SimLabDevelopments

    Tools and engines to be used

    Take a look at this book: http://www.amazon.com/Programming-2D-Games-Charles-Kelly/dp/146650868X/ref=pd_ybh_2. Read through it, understand it, and use it as a framework to develop your project. As shadowisadog pointed out, break things down into a series of small, discrete steps. 1. Display and entity on the screen (the book example is a spaceship, but it can be whatever you'd like). 2. Move the entity around the screen by player control. 3. Add a second entity. 4. Add collision detection. 5. Add a weapon. 6. Have the entities shoot at each other. etc, etc.
  10. SimLabDevelopments

    Tools and engines to be used

    Seriously, man, listen to the advice you are being given. It's good. If you are asking for the fundamentals in how to make a map, how can you finish the project in 6 months? Think much, much smaller...an Asteroids clone might be doable.
  11. SimLabDevelopments

    Kind of stuck in learning.

    I bought my own computer when I was 12. Had a paper route, saved my money, bam.
  12. SimLabDevelopments

    RPG Inventory HUD

    Actually, your title *doesn't* suggest anything. Perhaps if you present an actual problem and answerable question, you might get a better response. I'll help you get started... What language are you working in? Graphics library? GUI library? What have you tried? What is the result?
  13. SimLabDevelopments

    I'm pretty much starting out, just looking for validation/tips.

    Really? By what definition of simple? Why don't you start with assembler? After all, you can use C pointers without ever really knowing what a memory register is.
  14. SimLabDevelopments

    Good DirectX 11 tutorial/book?

    An Introduction to 3D Game Programming with DirectX 11 for the nitty gritty details. Game Coding Complete, 4th Edition for the architectural discussions. And the Rastertek tutorials for a straightforward, easy to understand tutorial. I'm working my way through the Rastertek tutorials right now. While the style of code is perhaps not to taste, you shouldn't be taking the code samples verbatim anyway. I'm taking the information presented in the tutorials and rewriting it into my code, which has an architecture inspired by Game Coding Complete. This effectively removes the reliance on DXUT that Game Coding Complete has, all the while increasing my understanding of DirectX11. I'm not sure what more you are looking for, honestly.
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