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i deal napalm

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  1. With Visual C++ Express, you pretty much have to go with "Windows Forms" with "Managed C++". The sites codeproject and codeguru have a lot of code that can be used as bootstraps or examples. My editor is still old-school Windows/C++/MFC, but I have started to port it to Windows Forms/Managed C++. I'd be happy to give you the source to this. It's experimental code, but it might help you get started. Edit: the above post has a point too. If you're just getting started, C# is something to consider.
  2. No, you definitely don't need to write your own. Three good alternatives are Lua, Python, and AngelScript. You can google for any of these to find good info for getting started. I use Lua myself.
  3. OpenGL

    The "standard" windows libraries (kernel32, gdi32, user32, ...) are linked in to all projects automatically in the Standard and Pro versions of Visual C++. You can make this happen in express by editing a config file. I don't remember the name of it now. I think the file extension is ".vsprops". When you find those files, you'll see one called something like vcexpress.vsprops. Open that file and it'll have only kernel32.lib by default. There is another file, if I remember, called vcstandard.vsprops. If you copy the "standard" settings to the "express" file, you don't have to worry about link errors like this anymore. Edit: Oh. Check the link above. Maybe that's where I found this out in the first place :) [Edited by - i deal napalm on September 19, 2006 11:47:54 AM]
  4. Check out the DXUT source that comes with the DirectX SDK too. DXUT is a GUI used for the DirectX samples.
  5. That thread load_bitmap points to is spot on. Man, that would have saved me a little typing. Good luck dude.
  6. You can't use a member function as your WNDPROC. However, you can get the effect you're looking for using a global-scope WNDPROC, a parameter to CreateWindowEx, and the SetWindowLongPtr function (I'm doing this from memory, so there may be typos.) <code> LRESULT MyWndProc(HWND hWnd, UINT message, WPARAM, LPARAM lParam) { cNocturne * pN = NULL; if (message == WM_NCCREATE) { LPCREATESTRUCT lpcs = (LPCREATESTRUCT)lParam; pN = (cNocturne*)lpcs->lpCreateParams; SetWindowLongPtr(hWnd, GWL_USERDATA, pN); } else { pN = (cNocturne*)GetWindowLongPtr(hWnd, GWL_USERDATA); } ASSERT(pN != NULL); return pN->MemberFunctionMessageHandler(hWnd, message, wParam, lParam); } </code> You pass the cNocturne* parameter as the 'lpParam' argument to CreateWindowEx--it's the very last parameter. Good luck.
  7. Thanks for the replies. I started to implement a method ResourceManager::EnumerateResources(ResourceType type), but I kind of fear it. I may use a build step that generates the editor configuration file, instead. It's good enough extensibility and maintainability for me. Not so good for players creating custom maps. Maybe that can be addressed with an "Import Custom Terrain Textures..." feature in the editor.
  8. Should a resource system allow enumeration of resources so that an editor may know, for example, what terrain textures are available? Or, should there be an editor configuration file that lists resources to show in the editor's UI? Anybody know what common practice is?
  9. Check out this link. It was very helpful for me. http://www.opengl.org/resources/code/samples/glut_examples/texfont/texfont.html