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About destouch

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  1. I would do (2) too, but how can I rest pixels like that? I have this image: Then it scrolls to the left and it'll be like ( | is the window border) Here I need to test C. For example, C and P both have width W and height H. Is there any simple way of testing the pixels? And how about scrolling the image (I've been working on just little images that fit in the window)?
  2. I have a large image, say 100x1000, with some patterns inside, like a man and a car. It's kind of a sprite with white spaces between two images.  When it reaches the half of the screen, I have to see what pattern it is and have a switch-case there. So if it's the car I'll do something, and so on. What's the best way to do this?   I imagine I could find the pattern by putting just the car on the top of the scrolling image and see if it matches, but I've never done it
  3. Actually I've said so because I'm not (and cannot) interested in making a game that has tons of players, many characters, many maps... I'd be happy with one/two characters, one environment, plus maybe a dummy to attack.      I know, I know, that's why I'm replying to everyone and considering every advice. But using something too easy for what I want to do (say, if I use Unity, adding a character and a dummy would be easy wouldn't it?). Not trying to code the next Overwatch (man, that game is awesome), but just a few things here and there... as you can see, I have to clue on what's gonna happen, so that's hoping you can say :-p Same to you!
  4. This isn't directly relevant, but I've actually found that doing this sort of exercise can teach me much more than copying sure-fire code from a book or the internet into my project (I'm not saying that it's not still nice to be able to do that, though).    Debugging code supposed to be correct isn't ideal, especially because I'm new to this ;)     I got it to work on VS2015 last year.   How? I don't want to read both the book and the changes that have to be made in order to get it to work.. but your project works, thank you!     You can read the book as-is. The code is largely untouched, the "conversion" consisted mostly of rebuilding the relevant libraries.   Nice! So I can just grab a copy of it, study it while using your libraries and I should be fine, right?
  5.   I think the intent was to present an engine that could be done in either OpenGL or DirectX, but the implementation is all Direct3D.  It's older code, but it's still Direct3D 9, so it's not as full of deprecated mess as it might be.  Probably worth a flier if you can find a cheap second-hand copy.   DirectX9 seems old, but many books still use it and it's still widely implemented, so that wouldn't be a problem. Unluckily, I can't find a cheap copy; the only one is on Amazon for ~$10, but I'm not American and they don't ship to Europe (and the cheapest after that would cost like a new one if shipped).
  6.   I got it to work on VS2015 last year.   How? I don't want to read both the book and the changes that have to be made in order to get it to work.. but your project works, thank you!   The promised content is really appealing; but some reviews say it's plenty of bugs. If it was more recent, it'd be easier to find a solution to non-working lines of codes, but that is so long ago.. does it use OpenGL, DirectX or others? Then it's going to be: game. I won't use any game engine though, I'll just hard code it myself with calls to OpenGL maybe. It doesn't have to be awesome, just a player doing some stuff around
  7. Not the same advice, but both saying that doing too much costs too much effort and time. Without reading the first parts of the book I mentioned, I wouldn't know how to structure the engine actually (just a little bit though), so a bit of reading somewhere just to structure the parts up!  If I start reading, say, OpenGL tutorials, then I'll have to put codes and parts of the tutorials together in a way or the other I'll definitely keep it in mind. I won't manage to do an awesome game alone or anything near that. I'll also work on other stuff, so it won't have to take away too much time
  8. Actually nevermind: Game Coding Complete's source codes don't compile under Win10 / VS2015...
  9. By itself nothing really. Its an overview on how game engines are architectured, what kind of subsystems they have, how they communicate, with advice on how to go about designing them and coding them. That is why its "Game Engine Architecture".    And its big, its big because game engines are fucking big. So I'd advice you to read it anyway, so you know what you're getting into.   Alright, then how about Game Coding Complete first?   By the way: I said Game Engine Architecture because I wanted to use OpenGL; but as far as I know, no OpenGL books are focused on gamedev, so I may just go with DirectX
  10. Forgot to mention: my goal would be to make a game, if possible with a game engine (made on my own), in a few months
  11. I've been coding for a while in different languages and I've decided (after reading many topics here) to start programming video games (and to register on this forum!). I bought "Programming 2D Games", but after a few chapters I don't like it anymore and I'd like to start doing something different, with a book that explains (imho) things more and better. I looked for a book on Amazon and found Game Engine Architecture. As I don't want to buy it and give it the same fate,  has anybody read it? What does it help you build? Does it use DirectX, OpenGL, others? Thoughts?
  12. destouch

    A Good Start

    If you're studying C++, why not Unreal Engine? You can do both (I've never used UE)
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