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RE: GP: 3D DOS PROGRAMING



The books I found the most useful are wirtten by the same man: Stan 
Trujillo.  They're:

High Performance Windows Graphics (which covers 2D stuff)

and

Cutting-Edge Direct 3D programming.

If you're altogether new to Windows programming, then André LaMothe's
"Windows Game Programming for Dummies" is worth reading, though I did 
encounter a problem with some of the code, which I think related to pixel 
formats.  Trujillo's code is watertight and very instructive.

As for web sites, I definitely never found very much in the way of good 
tutorials.  The best place to look is at MS of course:

http://www.microsoft.com/directx

And you'll also find some useful articles at:

http://www.gamasutra.com

Hope you find something to suit your needs.

Regards,
Patrick.


>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!
> > >
> > >
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