Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

111 Neutral

About newbie2015

  • Rank
  1. 0down votefavorite   I need to know the pros and cons of using python or c++ for developing a builder for infinite side scroller / platformer game. The reason i am asking this is because I read up a few blogs where it was mentioned c++ is better when it comes to rendering graphics whereas python is better when it comes to implementing the logic. But what about procedural generation of terrain for infinite side scrolling games with all physics parameters incorporated. Does python suit better for that as compared to c++ ? Are there some limitations when it comes to implementing physics with pygame? Is it possible to build an engine on top of pygame in which we can define the parameters for every object and terrain and use the physics simulation already available in pygame? In simple words is it possible to build something like gamesalad on top of pygame? or it is ideal to create that using c++.
  2. newbie2015

    Downloading and Installing VXL

    So what do you suggest is the better alternative. My application is to capture the screen using opengl. Like not just opengl application, desktop and any and every application running. I started off with the screenshot documentation on programmingexample[dot]net. There it was mentioned the code requires VXL libraries.   Which other library should I use then for screencapture? Corona? OpenCV? Devil?
  3. I am trying to download and install VXL for use with opengl. I referred to http://vxl.sourceforge.net/releases/install-release.html document for procedure to install VXL. I downloaded CMake and followed all the instructions accordingly. But in the end when I build the ALL_BUILD target I am getting     Build: 26 succeeded, 538 failed And the CTest.exe does not run at all a message comes:     No Test Configuration File Found! What am I doing wrong? Any advice which can get me VXL running is appreciated.
  4. I also refered to this blog http://blogs.msdn.com/b/dsui_team/archive/2013/03/25/ways-to-capture-the-screen.aspx Here it was said that the GDI and D3D way can be used for a single screencapture. Can somebody please explain why and how? I am new to DirectX as I mentioned before and am not able to figure out the right direction in which I should go to get my job done.
  5. I want to make a standalone application which can capture the screen run-time and display it on an external monitor. I know simply duplicating the monitor works but I am interested in making an app for it. I went through various forum questions for a solution and was inclined on doing it the DirectX way. But turns out that DirectX way can only capture the screen of an app running through d3d. It is not possible to create a standalone screencapturer using DirectX. Correct me if I am wrong. I made this conclusion based on the question asked here: http://www.gamedev.net/topic/668163-full-working-example-to-capture-screen-using-directx/ It was suggested to do so using DXGI approach in the same thread. Please help me out here. I mention it again that I want to create a standalone screenrecording application which casts the content running on the main desktop onto an external monitor. I am new to DirectX programming so I don't know about the intricacies involved. Any amount of advice on creating the best (fastest) standalone screen capture application is appreciated.
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!