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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] RE: GP: 3D DOS PROGRAMING
Patrick, Thanks heaps for the info. I was just wondering if you know of any cool sites or books that i could get my hand on? Thanks -----Original Message----- From: Patrick Clerkin [mailto:p_clerkin@Hotmail.com] Sent: Thursday, September 02, 1999 6:12 PM To: gameprogrammer@gameprogrammer.com Subject: RE: GP: 3D DOS PROGRAMING Keith, I haven't actually worked with OpenGL, and even though I'd like to look at it, I'm sticking with Direct3D for the moment. There's a couple of reasons which influenced my decision as to which to use which might or might not apply to your case. The first is that Direct3D is just one component of the DirectX api. You've also got DirectInput, DirectPlay, DirectMusic, etc, which can cater for all your game development needs, and not just the 3D aspect. The second is that the Direct3D api can be used in both Immediate Mode and Retained Mode. The former is low-level, while the latter allows you to effectively "import" files from 3D Studio, SoftImage, etc. OpenGL is all low-level (though maybe someone somewhere has high-level wrappers?). But if you're interseted in writing the fastest code possible, then maybe that won't concern you. Well, these are just a couple of the factors that influenced my choice, and I'm definitely not claiming that D3D is better than OpenGL. There was a bit of a war between OGL and DX. DX has for the moment got a little edge in the consumer-level market (in terms of hardware support and in terms of the number of developers using DX) , while OGL seems to thrive in apps which require very high-quality rendering. Both will ultimately be replaced by Fahrenheit, in a joint venture by MS and SGI. And I think - but don't quote me on this! - that Fahrenheit will have a COM-like interface like that of DX, so the transition might be easier to make if you're more familiar with DX than OGL. Patrick. >From: Keith Luu <KeithLuu@cit.com.au> >Reply-To: gameprogrammer@gameprogrammer.com >To: "'gameprogrammer@gameprogrammer.com'" ><gameprogrammer@gameprogrammer.com> >Subject: RE: GP: 3D DOS PROGRAMING >Date: Thu, 2 Sep 1999 08:54:38 +1000 > >Hi all, > I really appreciate everyone's input here and it's really cool. >On the subject of 3D game programming. Does anyone know anything about >OpenGL? heard that's it's so much cooler than Direct3D (Don't quote me one >this). > >Cheers, >Keith > >-----Original Message----- >From: Patrick Clerkin [mailto:p_clerkin@Hotmail.com] >Sent: Thursday, September 02, 1999 8:47 AM >To: gameprogrammer@gameprogrammer.com >Subject: Re: GP: 3D DOS PROGRAMING > > >If you want find out about how something like Wolfenstein 3D was basically >done have a look at: > >http://www.ben2.ucla.edu/~permadi/raycast/raycidx.html > >which is a ray casting tutorial. But things have changed a lot over the >years: polygons rather than stretched slices of bitmaps are used nowadays. > >I really don't think you should confine yourself to DOS just because you're >a beginner. DOS is dead, as they say. Just go straight for DirectX. It's >really not difficult to get up and running with DX - though of course it >can > >become as deep and complicated as is necessary. > >Best of luck, >Patrick. > > >From: "Acidnaught" <luisfertv@geocities.com> > >Reply-To: gameprogrammer@gameprogrammer.com > >To: <gameprogrammer@gameprogrammer.com> > >Subject: GP: 3D DOS PROGRAMING > >Date: Wed, 1 Sep 1999 16:29:37 -0500 > > > >Hello everybody > > > >I know that maybe there are a lot of you that know a lot more than me >about > >this simple subjects, but it's for sure that all of you had need some >help, > >like if there is a fool obstacle that anybody can cross except you. At >this > >moment I'm in front of this obtacles, and I'd really apreciate if >somebody > >could help me to open my eyes. > > > >OK, so, here is the matter: I'm begining to learn visual gaming > >programing, > >so I have found my first obstacles. These are especificallly: > >1. If I draw an empty cube with just the ridges. How can I apply a textur > >to > >each side of this square > >2. Wich kind of physics is needed to make the calculations of the change >of > >a view (f.e. let's say in a Wolfenstein like game, when you walk, there >is > >an aproaching of the objects on the stage) How can I make this change on > >the > >scale in respect to the point of the viewer > >and > >3. How does a 3d engine works? Wich one is the first step to make one by >my > >own? > > > >Please note that I'm just programing for DOS enviroment using Borland > >C++4.5 > >(I think it's better to beginers like me and JC did Wolfenstein using a > >previous version, so....) > > > >Thanks a lot! > > > > > >================================================================= > >To SUBSCRIBE or UNSUBSCRIBE please visit > >http://gameprogrammer.com/mailinglist.html > >______________________________________________________ >Get Your Private, Free Email at http://www.hotmail.com >================================================================= >To SUBSCRIBE or UNSUBSCRIBE please visit >http://gameprogrammer.com/mailinglist.html >================================================================= >To SUBSCRIBE or UNSUBSCRIBE please visit >http://gameprogrammer.com/mailinglist.html ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ================================================================= To SUBSCRIBE or UNSUBSCRIBE please visit http://gameprogrammer.com/mailinglist.html ================================================================= To SUBSCRIBE or UNSUBSCRIBE please visit http://gameprogrammer.com/mailinglist.html
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