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About Deathbliss

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  1. Thank you for your quick reply and helpful response!   Assuming I don't have build instructions, for example I have some source code someone sent me so I could look at how they did their editor, what is a good general rule of them for getting that into an IDE so I can compile and run it?   I have CMake somewhere, I will play around with it later.   Thanks again!
  2. I am really frustrated right now, not thinking clearly, if this is not the right section for this go ahead and move it. I will illustrate my problem with an example. Say I have gone to the page where ID has placed source code for its old games. I have been told over and over again I need to study code, to tinker with it. So I am taking that advice and trying to do this. Now we will not use the ID page as it is, need to throw in some things someone like me might encounter elsewhere but we'll stick with our example. Anyhow the ID source is stored on GitHub if memory serves. There's a Download Master or something you can get a copy of everything from. Pretty self explanatory. 7 or 8 times out of 10 getting source code I want to study is not a problem. But what about Subversion? What about these places that take you to seemingly endless FTP links? How do you get the code there? How do you install Subversion or stuff like that on a Windows XP computer and get the code that way? This is the first hurdle. OK, say we were lucky, as in the case of ID. We have our master. We're also somewhat proficient in our operating system, Windows XP. Can't be a programmer unless you know your way around your OS, right? So extracting is easy. Now we have a bunch of folders, and inside them a bunch of files. We've reached the second hurdle! This is where I am stuck. I have Doom, Doom3, Quake, CWE (early build of the Uru engine) and a game someone sent me so I could study its editor. How in the heck do I put all this stuff in CodeBlocks or Visual Studio Express? What do I need to do in the IDE? What options do I need to set? How do I configure everything? Of course the third hurdle is compiling it once you have it all put together in an IDE correctly. Not sure what awaits after that. I can open a .cpp or .h file in Notepad or CodeBlocks (my preferred IDE) and study the code that way. But in order to tinker with things, figure out how stuff works, well I need to get it compiled and running. I don't know what this process is called, of getting some source code, extracting it, and stuffing it into an IDE so it can be compiled and run. But this is what I would like to know how to do. If you know of any books I should read, written or video tutorials, could you post the information or links? Also you can consider this a tutorial request. You could even use something like Crystal Space 3D for the project, as the same principles would apply there as far as getting the source code then compiling it. Please help me with this! I would greatly appreciate it!
  3. Thank you for the link and information.
  4. Well I hope I have this in the right place as what I'm talking about is called an API. If not feel free to move it.   So what I want basically is a tutorial that takes you through the process of creating a plugin for Wings 3D or 3DS Max. I don't know what the Wings 3D part of this is called. I know that the other is called the 3DS Max API and sometimes the 3DS Max C++ API. C++ is ideal for me as this is the language I am currently studying.   When it comes down to it what I am really after here is an answer to the question, "How does one make an importer/exporter?" I want to be able to understand the source for Plasma, Cyan's 3DS Max 7 exporter for Uru. In that case its a package deal - you create in essence an entire level, or age, using the plugin. I need to start simpler. How to make an exporter that spits out a simple mesh in some format.   I always appreciate book and link recommendations. I did Google and YouTube but found nothing. Doesn't have to be ablout Max or Wings 3D if the tutorial is good and can be used in reference to these if not directly. I would really like a video tutorial - I do better with them.   There should be something around here for this... I mean if someone writes a game engine tutorial series, you have to cover asset import/export sooner or later. I just want the resources on hand to study and learn from. Failing everything else, if you know some simple, easy to understand source code for some sort of Wings 3D or 3DS Max plugin send me a link and I could study that.   Thank you in advance for your help!
  5. Hey thanks everyone for your replies!   I should have been clearer... I've been a mapper/level designer, non-professionally, since 1999 or so. UnrealED. TESCS, Deathmatch Maker - recently Sandbox and DeleD. I know all about what needs to be in an editor, how it should be designed, the features it shoudl have, and what I want to do. I haven't sat down and sketched everything out, but I have what to build covered.   What I do not have completely covered is how to build, hence this thread. In fact, I am not intending to begin building one for a little while as I wrap up getting intimtaely famillair with C++, OpenGL, DirectX and Windows Programming. Probably have to through WPF in there. I have the basics of programming down, but am not past the stage of very basic appliations. I have about a half dozen books to go through and some source code to study before I'm ready.   The whole point here is to have something to look forward to, a goal, something to aim for. You would have to know a little about me and my situation to completely understand this. Essentially I am looking ahead with some idea of what I would like to first begin building, once I have the ability to. I thought I would start looking and requesting tutorials early, so that when I was ready I would have the material I needed.   What I want to do is to build a very basic editor for Myst Online Uru Live. Currently the game is pretty much dead, and part of the reason why, outside its age, is that it is too hard and complex for the community to create and share ages. I would like to address that. Make a very easy to use tool, also very basic, that allows the import of models and a sort of "put the pieces together" design element like TESCS. No terrain or AI or fancy stuff yet. Just the ability to build an age using current or custom meshes, make a book for it, and have it all be as easy to do as possible. As my skills develop I may add more features, or I may even work on the game code.   At some point I would like to include Wings 3D within it for modeling, or make it work as seamlessley with Wings 3D as possible. Why not Blender? Because I can make something in Max or Wings 3D that would take me a few hours in Blender. Blender is too slow, too complicated, and too poorly designed. My apologies to any Blender fans offended. Wings 3D is the best Open Source/Free editor alternative I have found to date.   Interface design and documentation are my specialities. I know what I build will be very easy to understand and use. But developing this editor for Uru is just one step towards my eventual goal of making my own game engine and toolset.   So that's the plan. If you find a good tutorial, or heck, even a decent book, please let me know about it. Thanks!
  6. Hello! I was just wondering if anyone had made or knows of a tutorial series, preferably video although written is fine, that takes you through the process of coding a simple 3D level/map editor.   Not something that teaches you how to program while doing this, although if it does that's OK. Just a programmer to programmer, step-by-step, this is how you code a level editor sort of thing.   If you know of anything could you post a link? If you're itching for a video tutorial challenge, you may consider this a request.   Thank you!
  7. Moderators You may decide to move this thread to Your Announcements or some other location. Please feel free to do so if you feel it fits better there. Since these tutorials deal with Game Programming I thought this was the best place to put it so that's why its here.   About My video tutorial series, “Using Old Source Code”, shows you how to set up your IDE to compile and run the code from old programming books. I have looked for this information many times over the years. Nobody else provided it, to my knowledge, so I am.   For now this series is focused on Andre LaMothe’s, “Tricks of the Windows Game Programming Gurus.” I take you step by step through setting everything up CodeBlocks, Visual Studio Express C++ 2008 and Visual Studio Express C++ 2010. In the end we get the first game, Freakout, up and running, with only one change to two source code files, the removal of a .h. Nothing else is needed.   The operating system I am using is Windows XP SP3. The version of DirectX I am using is DirectX 9, the June 2010 release. While these instructions may have some value for Windows Vista – Windows 8 and Visual Studio Express C++ 2012 I can make no guarantees. However there should be no problem following along using Visual Studio Express C++ 2005. Additionally what I teach here should apply to DirectX setup for any other IDE at least in general, although the user should know their compiler well enough to adapt everything as needed.   Later I will probably work on Michal Dawson’s, “Beginning 3D Game Programming in C++” and then perhaps Hawkins and Astle’s, “OpenGL Game Programming.” After that, once my programming and math skills are sufficient, I will turn to Vaughan Young’s “Programming a Multiplayer FPS in DirectX” and Greg Snook’s, “Real-Time 3D Terrain Engines using C++ and DirectX9.” I have all these old programming books, and I intend to get the code running from all of them.   My purpose here is simple. To teach programmers to become intimately familiar with their compilers so they can use any book, no matter how old, and if the code is even remotely usable, figure out how to get it to compile and run. They should also be able to do this on any computer that can run Windows XP as there are no special hardware requirements like Pixel Shader 2.0 for XNA 3.1.   For those who want to learn to program with a focus on games they should, through this ongoing series, find plenty of books they can now use. It is my hope that one of them will take all they have learned and create a comprehensive course in programming with an emphasis on the fun stuff – games. I would like to see the old teaching paradigm for programming fade away like the horrible nightmare it is.   Link   Small Rant If memory serves the Game Dev community, more than any other programming site, has always seemed to be against old programming books in general, and Andre LaMothe in specific. I believe it was here I found threads talking about how LaMothe's code was bad, never compiled, didn't work, etc. That's all bull, and I prove it in this video series. LaMothe's code works fine, requiring few if any alterations. I am surprised that the people who made those statements, who are seemingly experienced programmers, could not figure out how to set up their IDE to get this code to run, and futhermore could not teach anyone else how to do it. So I took up the task, not being an experienced programmer at all, and I figured it out. Now I share this information with you, and leave it to more experienced programmers to take it from here.   How To Contribute If you would like to help fix the problem inherent in using old source code once and for all I think I figured out how to do it. A library of files using the names of depreciated libraries and headers could be created. These files would contain DirectX stuff like DDraw.lib and DDraw.h, as well as GLAux.lib and GLAux.h from OpenGL. However inside these files, instead of using the old commands and relying on old methodologies, the same things are executed with current, up-to-date commands. For example the 2D stuff of DDraw can be done in Direct3D. Users could extract this stuff somewhere, put paths to the lib and include directories into their IDE, link everything, and run any old code calling on these old files, but the old code would be translated into current commands. I don't know how to explain this any better. But I think this would be a very elegant solution allowing anyone to run code from any book in most cases.
  8. The problem here is that nobody really answered my other thread, and part of the reason is I did not have a specific question. I have addressed both issues with this post. As far as everyone saying the two languages are so similar or close to each other so as to be easily translated, well that has not been my experience. For example in this bit of code: public void InitializeGraphics() { // set up a device Direct3D.PresentParameters presentParams = new Direct3D.PresentParameters(); presentParams.Windowed = true; presentParams.SwapEffect = Direct3D.SwapEffect.Discard; graphics = new Direct3D.Device( 0, Direct3D.DeviceType.Hardware, this, Direct3D.CreateFlags.SoftwareVertexProcessing, presentParams ); Direct3D.Format. // Setup the event handlers for the device graphics.DeviceLost += new EventHandler( this.InvalidateDeviceObjects ); graphics.DeviceReset += new EventHandler( this.RestoreDeviceObjects ); graphics.Disposing += new EventHandler( this.DeleteDeviceObjects ); graphics.DeviceResizing += new CancelEventHandler( this.EnvironmentResizing ); } From Ron Penton's, "Beginning C# Game Programming", I get Device errors when I compile. However when I look up Device in the SlimDX help I get a huge complicated list with no clear way to translate what it says there into the appropriate terms here. Or this: Direct3D.Device graphics = null; DirectSound.Device sound = null; DirectInput.Device keyboard = null; DirectInput.Device mouse = null; DirectInput.Device gameinput = null; From what I have read and posted about already, you are not supposed to use Direct Input anymore. So now you have two complications... What do you use in place of Direct Input, and how in the heck to you translate this code? Now I posted all of this in my first post coming back here, and was told I needed to figure it out on my own. Fine. I'm not asking for the solution here, just the tools so I can quickly and easily find it. You can't build a house without a hammer, and you can't build any sort of game engine using the programming books already released without a conversion chart. I was just trying to tackle these issues from another direction, that's all. It really is a simple request, and it would save everyone a lot of time and headache. - Deathbliss
  9. I read a thread around here somewhere how we aren't supposed to use Direct Input anymore. So how do we capture the mouse and keyboard now in SlimDX? Also is Direct Input still used for XNA, or is something else used? Thanks! - Deathbliss
  10. Just a request for a simple conversion chart. Something that could be used with current programming books using DirectX. Something that would allow the reader to glance at the chart to see what SlimDX commands, namespaces, etc. to use in place of DirectX. It should also mention which ones not to use, and anything that has changed between DirectX and SlimDX. This would make using SlimDX more of a reality for inexperienced DirectX programmers. Please note, the SlimDX help manual is not user friendly, and therefore is not up to this task. Thank you - - Deathbliss
  11. OK, going to go a little off topic here... I know XNA has something to do with making games for the Xbox 360. As I understand it you have to have a console networked to your PC, AND an online connection to do anything. On top of that there was a fee on the 360 end if I remember correctly. Am I wrong on this? What exactly is the deal with XNA and why is it so highly recommended around here? Can I use it offline, on my laptop? What's the best book for a beginner to use to learn it? Next up is this thing called Silverlight. Any information on that? Thanks again for all your help! - Deathbliss
  12. Deathbliss

    Best free IDE for coding c#?

    Thank you! - Deathbliss
  13. Thank you adt7! I will see how far I can get with your help. - Deathbliss
  14. I aced defeat, for now. Just one thing to clear up before I go. I'm not trying to use my C++ books to learn C# :D Hey I'm stupid, but not that stupid! What I was trying to say is this... Right now I'm learning C# using Ron Penton's book, "C# Game Programming for Beginners" - well I hope I recall the title correctly. I'm sure everyone here knows what book I mean in any case. I ran into a problem with the Advanced Framework the author provided, and I have yet to get a useful answer at my thread concerning trying to convert this to SlimDX instructions from Direct3D/MDX: Now I can just ignore the fact the book is six years old, install Direct3D again on my system, ignore SlimDX, and code everything in Visual Studio Express 2005. The problem is bad habbits are easily learned, and not as easily unlearned. It would be better for me to learn to code in C# using the SlimDX library and current coding practices. So if I can't get the help I need converting everything from Direct3D/MDX to SlimDX I may have to drop that book, and pick up one of my C++ books. My goal is not so much to learn a specific language, but to learn how to program using either C++ or C#, as that is what the books I have access to. However if I go this route I'm going to run into SlimDX problems again, and I'll have to figure out how to take what I've learned and apply it to C# when I finish my work in C++ and then try to learn the newer language. I think I have about half a dozen good C++ books to work through, that should give me enough of a foundation in programming to move to C#. That's the only advantage to this method, is that I have more resources available to me to learn C++ than C#. One book on C# compared to half a dozen, not including library materials, in C++. Still I would have to unlearn all the old coding practices I would have learned from them in order to code correctly in C#. So that's the problem. I'm trying to make a tent out of a few pieces of string, and I have no idea how to weave them together. I have to use the materials on hand because I can't buy anything better. Hope that clarifies things... Oh and add one more complication... I learn best visually, and through a learn-as-you-go method. So I have very little interest in non-goal oriented programming lessons, hence my preference for books that actually teach me something I want to learn as I go through them. Learning how to code is hard enough, without some huge text that starts with a stupid little "Hello World" program, then continues with a hundred more stupid little apps that simply do not hold my interest! I had enough of that in college thank you! I think that covers it, so I'm outta here! Hope someone figures out a way to help me because I'm completely out of ideas. Thanks everyone for your help so far! - Deathbliss
  15. I have Visual Studio Express 2005 and 2008. Just wondering if there was anything better out there. Gotta be free though, no demos, shareware, adware, etc. Thanks! - Deathbliss
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