Kai Jackson

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About Kai Jackson

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  1. I dont know were to start AT ALL

    My advice would be to start somewhere - anywhere - and you'll gradually get a more solid grasp on what you want to learn. I'm not familiar with Python personally, the first language I dipped my toe into was Java and then C#. And don't expect to be producing AAA titles any time soon. There's a reason why they cost hundreds of millions to develop!   It doesn't matter particularly where you start, the fundamentals of programming are largely transferrable. But it's no short journey! If you have no background in programming and just want to start making games, you may be better served looking into something like Game Maker or RPG Maker to get a feel for games development, and then look at learning a "real" programming language (forgive the awful terminology) once you've got your feet wet.   I started out tinkering in Multimedia Fusion 2 back in high school.  I never produced anything significant (less to do with MMF2 and more to do with being an extraordinarily easily-distracted teenager), but I got a flavour of games creation (albeit in a contained environment), and most importantly it was a lot of fun. Last year, I looked into XNA and learnt C# to be able to make use of that, and then decided I wanted to go a little deeper - learning C++ and DirectX.   Alternatively, you could take the web route, making games for browsers in HTML5. That will require learning HTML, CSS and Javascript at a minimum. Fortunately, HTML and CSS are very easy to get into, and Javascript is quite an 'easy' language to learn too, especially with the jQuery library. After that, you may well end up wanting to save player's progress or scores, where languages like PHP come into play.   Wherever you start, it will be a journey. Quite a long one! There's few shortcuts, but the journey is a lot of fun. Start out small, and see where it takes you.
  2. [Solved] IDirect3DDevice9::Clear error

    I put the ColorFill in there as a test, it would indeed be silly to do both!   I removed D3DCLEAR_ZBUFFER and it works now. I'll be honest, I don't actually know what a zbuffer [i]is[/i] at this point. I'm sure I'll revisit this code in a week or two and think "oh, well duh" but for now I'm content that it works. Thanks!
  3. I've been learning DirectX over the last few days, and I seem to be having a problem with the Clear method for clearing the backbuffer:    bool Draw() { //clear the scene if (d3ddev->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 100), 1.0f, 0) == D3DERR_INVALIDCALL) return false; d3ddev->ColorFill(backbuffer, NULL, D3DCOLOR_XRGB(0, 0, 100)); ... return true; }   d3ddev is of type LPDIRECT3DDEVICE9 and otherwise works fine - if I comment out the d3d->Clear(...) line the rest will function as intended, no other issues elsewhere in the code (ColorFill will run and fill the screen dark blue, which seems to achieve the same effect). Curious as to why Clear doesn't work though. Any ideas?