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About lpswhuppy

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  1. lpswhuppy

    DirectX or OpenGL - 2D

    Thanks servant i'll look into SDL and SFML.
  2. Okay so I would like to create a 2D game but I don't know if DirectX or OpenGL is better for 2D. Does anyone have any experience they could share?
  3. Hey I tried searching it.
  4. lpswhuppy

    WoA 3: Day 6 pt1

  5. lpswhuppy


    Where did you get the chart....?
  6. lpswhuppy


    What the hell is this a joke now?
  7. lpswhuppy


  8. lpswhuppy


    Is it 3D though?
  9. lpswhuppy


    I mean like programming language and graphics like opengl or what...
  10. lpswhuppy


    Does anyone know how Age of Mythology was made?
  11. Here is my code: I took it from an example and added a rectangle. When I resize the window the rectangle is not repositioning itself. //Include GLEW #include <GL/glew.h> //Include GLFW #include <GLFW/glfw3.h> //Include the standard C++ headers #include <stdio.h> #include <stdlib.h> //Define an error callback static void error_callback(int error, const char* description) { fputs(description, stderr); _fgetchar(); } //Define the key input callback static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) { if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) glfwSetWindowShouldClose(window, GL_TRUE); } int main(void) { //Set the error callback glfwSetErrorCallback(error_callback); //Initialize GLFW if (!glfwInit()) { exit(EXIT_FAILURE); } //Set the GLFW window creation hints - these are optional //glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); //Request a specific OpenGL version //glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); //Request a specific OpenGL version //glfwWindowHint(GLFW_SAMPLES, 4); //Request 4x antialiasing //glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); //Declare a window object GLFWwindow* window; //Create a window and create its OpenGL context window = glfwCreateWindow(640, 480, "Test Window", NULL, NULL); //If the window couldn't be created if (!window) { fprintf(stderr, "Failed to open GLFW window.\n"); glfwTerminate(); exit(EXIT_FAILURE); } //This function makes the context of the specified window current on the calling thread. glfwMakeContextCurrent(window); //Sets the key callback glfwSetKeyCallback(window, key_callback); //Initialize GLEW GLenum err = glewInit(); //If GLEW hasn't initialized if (err != GLEW_OK) { fprintf(stderr, "Error: %s\n", glewGetErrorString(err)); return -1; } //Set a background color glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //Main Loop do { //Clear color buffer glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_QUADS); glVertex2f(-0.5f, 0.5f); glVertex2f(0.5f, 0.5f); glVertex2f(0.5f, -0.5f); glVertex2f(-0.5f, -0.5f); glEnd(); //Swap buffers glfwSwapBuffers(window); //Get and organize events, like keyboard and mouse input, window resizing, etc... glfwPollEvents(); } //Check if the ESC key had been pressed or if the window had been closed while (!glfwWindowShouldClose(window)); //Close OpenGL window and terminate GLFW glfwDestroyWindow(window); //Finalize and clean up GLFW glfwTerminate(); exit(EXIT_SUCCESS); }
  12. Have good game mechanics and it should be original.
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