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RE: GP: 3D DOS PROGRAMING



Here is a good website for tutorials, they have info on several different 
sciences.  The offer aspects into several different subjects along with 
programming.  Under the computer section there are tutorials for several 
languages, and the C section even has some graphic tutorial content.  Hope 
this helps.
www.free-ed.net


>From: "Patrick Clerkin" <p_clerkin@Hotmail.com>
>Reply-To: gameprogrammer@gameprogrammer.com
>To: gameprogrammer@gameprogrammer.com
>Subject: RE: GP: 3D DOS PROGRAMING
>Date: Sat, 04 Sep 1999 06:46:56 PDT
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>
>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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