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Dunge

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  1. You are not advanced enough to take the whole "create a high quality C++ engine using DirectX/OpenGL from scratch" route. This is a route that take years even for an advanced programmer before they get result. You should probably just learn the different possibilities to make games. One would be to use a free existing game engine like Unity and play with it.
  2. Well C# is much much faster the develop than C++ (especially the compilation time) and provide better warning/error messages and provides tools like LinQ to do quick container manipulation that I miss in C++. On the other hand, you can't use every libraries in C#. If you plan to interface directly with DirectX/OpenGL or other C++ libraries you can't except by using wrappers like SharpDX and such. C# code is also easier to hack and disassemble unless you obfuscate it.
  3. *deleted*
  4. Except for people aiming for a very high-tech games engine like let's say CryEngine/Unreal, you probably will never reach the memory limit and the small performance boost advantage is not worth the compatibility/portability issues you will encounter. Almost all games even nowadays are built in 32bits only, and some rare offers both the 32bits and the 64bits executable file, but I don't think I ever saw any game offering only a 64bits version. In any case, you can always switch it anytime to see how it's different during your development.   As an exercise, just look on your own computer what's installed in the "Program Files (x86)" (32bits) folder versus the "Program Files" folder (64bits). Most of what is installed in the 64bits version are Microsoft programs, drivers and some high-end applications like Autodesk's ones.
  5. RPG is not the "most difficult genre", it's probably the most scalable one in term of difficulty since you can do a quite basic RPG.   To be honest "pointers and classes" ARE the answer you are looking for, you NEED to know about them to go further. It's quite simple actually. Classes are like a template of every variables who will contain the data representing an entity(object) and such. Instances are the objects themselves instantiated from the class, you can have multiple instance of the same class in memory at the same time. Pointers are just identifiers in form of number telling you where is the instance of each objects you have is so you can access them to use them.   At your point, I would say you should learn to draw shapes and store them to be able to move them independently. Once you manage to do that you are much more advanced.   Other than that, learning how to use an API (like SDL) is important, knowing the language is one thing, but it means nothing without APIs to do things with. Reading the documentation and official guides are always a great help.
  6. Experience/upgrade, loot/shop.
  7. jwezorek: Actually, it seems it's still a release candidate (even though they call it stable). The only reason I knew about this was this Reddit thread from 2 weeks ago that link on this SDL webpage that looking more carefully don't seems to be linked anywhere on the official site.
  8. Yes, for someone who already know C/C++, SDL allows to create game prototypes very fast and very easily. If you remove the OpenGL wrapper portion, pretty much the only operation you can do with SDL is copying (blitting) rectangular surface on each other and on the screen (with the possibility of basic blending) using hardware-acceleration. There's also SFML which I never tried but is worth looking into because it allow for other shapes geometry than rectangles. They also contain some functions to setup a window and read inputs and such.   DirectX allows for much more control of everything. You can use different projections, shaders and much more to create multiple effects. On the other hand, it is harder to setup and you need a really high dedication and time to learn everything needed to use it correctly and for a beginner it can be unpleasant.   As far as the rendering technique goes, learning SDL won't make learning DirectX/OpenGL easier. SDL is pixel-based while DirectX is vector graphics. But for everything else related to game programming other than the graphics, it's good exercise.   Those are both graphic only APIs for C++. Learning them alone won't directly help you make a game since a game is much more than that. Learning these will make you a graphic programmer, not a game programmer. I think most people here will tell you to concentrate on making a game, not game engine. They will tell you to use existing engines like Unity and scripting languages or higher level language like Python or C#. The decision is up to you.
  9. Also note that the official SDK documentation/tutorials/samples are quite good too.
  10. It's not a DirectX file format, especially since Microsoft already used it for that Office backup file you mentioned. Probably some custom file format made for the game. Open it with an hex editor maybe you'll be able to extract something and make a custom parser.
  11. Just as future reference: This kind of situation is very easy to debug. When you get this exception, Visual Studio should break at the problematic line. This particular error message means an object is not instanced (null pointer), so you just check every object on the line by moving the mouse over and you will see that in this case either "Ground" or "Bones" will be null. Check when it was supposed to be loaded and here's your problem.
  12. If you do Windows development, Visual Studio all the way. Others are not even close.
  13. Go to nvidia control panel / catalyst control center / whatever equivalent for intel card and check the second monitor.
  14. It was thousands of time worse in the 1990's era. Nowadays, if you use standard development methods it will have standard results. The operating system does most of the job. For Windows games, DirectX10 solved a lot of these problems because when you know a machine is capable of running DX10, you know it will have at least a standard feature set supported and you don't have to test every single aspect of your software. You will only have strange result when you go very technical in some shaders to the point where you have to work with Nvidia/ATI directly to optimize the drivers (in some AAA games), but for indie development it's not the case. As others said, just select a "minimum requirement" and ensure yourself that your game works on it, and then at the end do some QA testing on a few different major hardware brands. 3D graphic libraries allow for resolution to scale quite well on whatever you set it to, but you might want to look for fixed aspect ratio if you do 2D games.   The place that you will encounter the most problems is the localization. Working with a machine set to use date and currency format in Arabic will cause exception in your code that you never though of.