Tibetan Sand Fox

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About Tibetan Sand Fox

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  1. and again... New Wanna-Be-Gamemaker Dude.

    As I said you may freely use Microsoft Visual C# 2010 Express Edition as well as you might like to try Microsoft Visual Studio Express 2012. I'm not sure about licensing, but I'm quite sure you don't have to pay anything for XNA framework as well if you are developing for Windows.  That will do for programming, but keep in mind you'll need somebody to make 2d and 3d art as well as most probably some audio for you and I doubt anybody with skills would like to work for free in commercial project (it's hard enough to find good developers who can afford to spend time for open source projects).
  2. and again... New Wanna-Be-Gamemaker Dude.

    I don't know anything about SMDL unless you meant Southwest Michigan Digital Library or SMDL Query Designer User Interface, but I highly doubt it Anyway, let's put the jokes aside. Maybe you meant SDL or SFML ? Both are quiet useful and straightforward multimedia libraries commonly used by beginners and not only to make games/applications. Both of them work natively with C++ ( not sure about SFML though ) and both of them support popular programming languages. Though bare in mind they require some knowledge to be used. As most of people advise - don't try to learn C++ as your first language unless you have lots of enthusiasm and lot of time that you can spend on learning and practicing. OpenGL which Karsten_ suggested is fairly low-level library same as DirectX and you SHOULD NOT try to approach it without solid fundamentals of programming and some CG terminology knowledge, but it's just my opinion. Unity could help you to grasp the concept of game development workflow in more of a fun, visual way with high-level programming, which should be quiet easy and make you confident enough to go on lower level. It's fair way to get involved too. You have quiet few of the ways to start and every one of them is as good as the others, so just pick something you think would be fun. As I said earlier, the first pick barely matters as it will all get much clearer when you'll have more experience.
  3. Is there any practical use of private inheritance ?

    Thank you very much for the answers. That's just what I needed to know. I did some research on my own about the private inheritance and I found quiet few more of the uses of that feature. Actually I could have done that before asking the question, but well, without the questions forum would be quiet empty //edit: +1'ed as promised.
  4. and again... New Wanna-Be-Gamemaker Dude.

    Well, you can find decent and free IDE for any popular programming language. About the choice of language I don't know what would fit you. Maybe C# ? C# is relatively easy language to learn, it's pure object-oriented and there is XNA framework available for free, which is very easy as well. About the IDE there is Visual C# 2010 Express released by Microsoft, which you can use for free for non-commercial as well as for commercial purpose. Also as far as I know Magicka and Terraria were made with help of XNA, so you could make quiet decent game with C# and XNA theoretically. Btw. did you take a look at Unity3D, UDK and CryENGINE 3 SDK ? These are pretty decent tools as well and could help you get involved into the game development in more of the visual way, though there is still quiet powerful scripting in these tools.
  5. Hello there.   As asked in topic I wonder if there is any sense of using private inheritance as this:   class Foo { public: void Bar(); }; class Derived : private Foo { };     pretty much means the same as that: class Foo { protected: void Bar(); }; class Derived : public Foo { };   Only difference I see is that I choose if I want public elements of Foo class to be inherited as private or if I'd rather like to inherit them as public, but is that flexibility helpful in any way ? I mean, in my opinion private inheritance could possibly just bring mess and chaos to code, but maybe some people in here had an occasion to find that solution helpful ? Thank you very much in advance.
  6. and again... New Wanna-Be-Gamemaker Dude.

    This should be the first place where you go when you don't have much experience: http://www.gamefromscratch.com/post/2011/08/04/I-want-to-be-a-game-developer.aspx   There is a lot of information that will help you to have a good start and not to just waste time.  I have few advises for you as well.   DON'T try to use ANY of the game engines you have listed in here without first learning solid foundation of programming language of your choice. Don't spend too much time at choosing the language you are going to learn. First pick barely matters as long as it's not Assembler  I mean you can go for Python, Java, C#, even C++ if you have plenty of time and a lot of enthusiasm.   Oh, everything depends on what kind of games you'd like to make. I mean, you could also make browser games with help of HTML5 and PHP or ASP.NET.   I wish you best of luck.
  7. I guess it depends if you just'd like to learn the JS for websites purpose or if it's about something else like Unity scripting.   I myself could recommend you the first one from the list of yours "JavaScript & jQuery: The Missing Manual". It's not too advanced as well as requires some attention if you are beginner. Keep in mind that you can read the preview of most of books sold on Amazon. In most cases it's just the first chapter, but it's still something and might be helpful to make the decision if you find the book interesting and friendly enough to buy it.   Also keep in mind that reading a book is just a start. It gives you a solid foundation of the knowledge, but there is a lot of mind work needed to be done by your side as well.
  8. Basic Win32 window with C++

    There are bunch of libraries you could use. I think that it's possible to plug Qt into Visual Studio as well as there is wxWidgets that's really easy and powerful ( just a bit tricky to make it work with VS2010 ). Well, as you have Ultimate Edition I suppose you could try MFC as well, but personally I don't like it at all. If you don't mind using CLR ( which is quite cool in some ways like garbage collection ) I suppose you could try the Windows Forms.    One feature that connects them all is that they are all way easier to understand as well as code is far more programmer-friendly and unlike Windows API in most cases documentation is really clear.   I suppose you could make yourself familiar with this post as well http://stackoverflow.com/questions/115045/good-c-gui-library-for-windows
  9. I think I'm ready to start....but....where?

    Some time ago I was lost same as you. I'll try to do my best to give you few advises on what you could do at the moment. As I understood from your post you have pretty decent knowledge on C++ ( I assume that OOP paradigm [at least the basics like types of constructors and how to use them, inheritance, maybe polymorphism etc.], at least basics of STL (very, very useful in game programming at least for me), strong foundation about raw pointers/smart pointers are not something that is difficult for you ) as well as I hope you spent some time to study IDE you are using - especially the debugging aspect, as it can save you from hours (literally!) of frustration while looking for some dumb bug like forgotten semicolon at the end of class definition Well, about the tips. Firstly, it's very good that you have a goal you'd like to achieve and in my opinion you should stick to that goal and do everything that's possible to make it happen. Most important in order to "survive" is to find a realistic goal, then to make sure that you possibly could make it happen with the knowledge and assets that are available to you and then just keep going for it and remember to NOT TO abandon what you already have started, because of laziness as it will bring MUCH reluctance to future projects or maybe even programming. That's why you should always keep in mind to keep your goals relatively simple and doable. Next tip would be ( when you already have started some project ) to try to split bigger tasks into easier ones like: "Implement basic logging to my engine" could be broke into:"Make an decision what single log line should contain""Create an abstract skeleton class containing only what's most necessary""Fill methods with code""Instantiate logging class where it's necessary"etc.Above breakdown could be done far better with some time spent on it, but it's just an example, which I hope is quiet clear and understandable. Bare in mind that even tasks that are child of parent tasks can be broke into even easier tasks if you find them to complex. Just don't go for something like: "Wash my teeth", please First thing I propose is - don't try to create an engine pointlessly. If you are serious about making a game from scratch with help of OpenGL first thing you'd have to do is to spend some time to gather thoughts about what kind of game would it be, what would it need, would you be able to make it, would you be able to find necessary assets ( I assume your first game wouldn't be a commercial one ) or maybe some people could possibly make them for you ? Then break it down to smaller ones just like with programming tasks, so for example if you'd like to make a game similar to Minecraft you should ask yourself any question about the gameplay you can think about, like would it be from 3rd person or 1st person or maybe side camera ? Would it just be single player or do I have necessary skills/could I learn necessary skills to make it multiplayer ? Would the world be generated based on seed or would I rather use presets ? etc. etc. After finding an general outline you can and you should break down those thoughts into even more detailed and so on as long as there are any thoughts in your mind about the game. Oh, and remember to note EVERYTHING. It's really, really essential to do so. After you are done with non-technical description you should try to transform it into a kind-of framework documentation though not really a one. Just clean-up your thoughts into some framework-compatible order, maybe try adding some technical comments about implementation details, maybe try to attach some pseudo-code, umm you could try UML as well. Basically that's what you should do before you start coding. Project planning as well as project management are HUGE fields to play with and you could find tons of books about it, but as you are programmer it's not your goal to be an expert in that field ( as long as you do not want to be one, but in my opinion as a beginner you shouldn't bring too much on yourself ). Remember to keep doing it in funny way to make the creation process entertaining as well. It will help you work longer. You could try to involve your friends as well, even if they are not programmers or 3D-artists or 2D-artists or audio-engineers they can still give you some ideas and make your game just better. That's about it for my tips for now. If I'll remind myself anything more I'll edit my post later. Most probably you won't take what I wrote here seriously ( I wouldn't not so long ago ), but just that you read it makes it count. Best of luck to you ! Btw. Unity3D is free for commercial use as long as you do not exceed 100,000 $USD of income yearly though free version is a bit stripped you could still find it very useful. Commercial license is not that expensive as well. It's 1,500 $USD if I remember well. Btw2. UDK by Epic Games and CryENGINE 3 SDK by Crytek are both something that could possibly interest you as they are very cheap ( CE3 SDK is free for indie devs if I remember well ) and very mature and advanced tools built by efforts of dozens of programmers and artists from all over the world through the last decade. Btw3. It's totally your call, but I personally find Direct3D much easier to understand and much clearer in code then OpenGL. You could also make yourself familiar with the quiet a bit of lecture in here http://programmers.stackexchange.com/questions/60544/why-do-game-developers-prefer-windows
  10. As far as I know you have to apply texture manually.
  11. XNAMath vs D3DX10Math && *.fx files vs *.psh and *.vsh

    Thank you for so long and so satisfying reply. I read about DirectXMath on MSDN and as I can see it is built on top of XNAMath ? You mentioned in your post that DirectXMath is just a new name for XNAMath, so I imagine that they have just changed name and added few more things (I saw on MSDN that there are declarations from XNAMath in DirectXMath). Also you said that DirectXMath "allows for high performance math code if used right". Well, didn't XNAMath work similarly as DirectXMath is built on XNAMath ? About Shaders. Hm, in that way why does Microsoft use Effect Framework in DX SDK samples ? I always thought that SDK is good base for knowledge.
  12. Hello. As mentioned in one of my topics I was lately reading "Beginning DirectX 11 Game Programming" book, which introduced me to XNAMAth library and *.fx files, which are used to store shaders code. As I always like to learn from many sources (I'm also studying MSDN and DirectX SDK samples) I was looking for some more sources of knowledge and I found [url="http://www.rastertek.com"]http://www.rastertek.com[/url]. Author of D3D11 tutorials on this website uses D3DX10Math library and *.psh, *.vsh files for shaders. I read in the book that D3DXVECTOR3 is old way of doing the same thing by XMFLOAT3, but now I'm a bit lost. What's better to do ? Should I store Vertex Shaders in *.vsh files and Pixel Shaders in *.psh files or maybe it just doesn't matter if I store them in one *.fx file ? Should I use XNAMath library or stick to D3DX10Math ? I'll be much grateful for any help.
  13. Thank you. I used debugger today as well to see myself how the process of Swap Chain initialization exactly works. I managed to notice that after creating Swap Chain struct object is filled with some random data (structs don't have constructor as you mentioned) and as you said I see I could skip the ZeroMemory step, but it's very convenient and I don't have to care about all of the struct members. I guess I'll stay that way. Thanks again.
  14. Hello. As I mentioned in topic I'm curious why does Swap Chain object require to use ZeroMemory macro before filling it with data? I know what ZeroMemory macro does - from what I read on MSDN it fills a block of memory with zeros, but why? Thanks a lot in advance for satisfying my curiosity.
  15. Is that way of using constructor really better ?

    Thanks a lot for all those MUCH useful answers ! I didn't even expect to learn so much when I posted this thread. I know everything I wanted to know and even more. Well, I gave most of you +rep. Also you convinced me to use initializer lists more often. It's just drop in the ocean of knowledge I'd like to have, but, well, that's a step. Thank you.