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RE: What about DJGPP ?!?!



if u want to program in DOS, DJGPP is the best. U can
get the Allegro library to go along with DJGPP. u can
learn 3D game programming fundamentals from this. But
if u really want to get into game prog. deep then u
have to use DirectX or OpenGL. I suggest OpenGL
because of its ease of use as DirectX has to be
programmed using COM which requires a lot of
initializing stuff before u can get things into
motion. On the other hand OpenGL has GLUT which can
get things up and running pretty fast. And if u dont
like windoze (like me) u can use OpenGL in Linux or
someother OS as OpenGL is cross-platform. If u want
everything easy for u, I think Visual C++ 6 for
Windoze is the best. u can start off with it too. But
If u are one of the people like me who hate windoze u
have to write a lot of code, as u can't use the
"Visual" stuff, but u get to kick windoze out of the
way. ;-) 

Nikhil.


--- Karl Brehme <Karl@1planning.com.br> wrote:
> It depends.... if you want to use your own engine of
> sound, images, input,
> etc... throught DOS or Windows under some
> difficults, you can use DJGPP...
> 
> But if you want to use some tecnology like DirectX,
> is better to use Visual
> C++ 6.0 becouse all common directx documentations
> are coded in Visual C....
> from Microsoft...
> 
> Karl Heinz Brehme
> 
> -----Original Message-----
> From: gameprogrammer-owner@gameprogrammer.com
> [mailto:gameprogrammer-owner@gameprogrammer.com]On
> Behalf Of Slightly
> Hacktic
> Sent: Segunda-feira, 13 de Setembro de 1999 01:35
> To: gameprogrammer@gameprogrammer.com
> Subject: What about DJGPP ?!?!
> 
> 
> Hi all,
> 
> I am just a beginning game developer, though I've
> been trying out some game 
> programming stuff for a year or so and I'm still not
> sure with what compiler
> 
> to begin.
> 
> I read that the DJGPP is an excellent game develop
> compiler. So I thought I 
> have found my compiler.
> I've read lots of tutorials on game development with
> lots of code for DJGPP 
> and non-DJGPP compilers.
> 
> My problem is that most tutorials show how to plot
> pixels straight to this 
> A000:0000 memory area, while in DJGPP I would need
> to use _farpokeb() or 
> _farsetsel() to set some 'selector' (_dos_ds) to
> enable me to access this 
> memory area.
> When I finally figured this real and protected mode
> stuff out I come across 
> other functions and constants like
> __dpmi_segment_to_descriptor(), 
> __djgpp_conventional_base, far and near stuff, etc
> (DJGPP's library shows 
> zillions of these 'scary' kinds). It would almost
> look like DJGPP is a 
> language of its own and not ANSI C. I know ... I
> know ... behind all of 
> these functions and constants the ANSI C probably
> would surface.
> Should I just turn the protected mode off by using
> __djgpp_nearptr_enable()?
> 
> Also I recently read in a posted mail in this list
> that the openGL library 
> for DJGPP is not the Opengl32.dll (that comes with
> the windows-OS) but 
> something else (forgot the name). While the DJGPP is
> a fully 32 bit 
> compiler?!?!
> 
> Are there any other things like these that I would
> encounter with DJGPP that
> 
> is different from 'general' code used in most online
> tutorials? Or is it 
> just the graphical stuff that is so different?
> 
> If I learn all this DJGPP stuff, would I still be
> marketable with other 
> compilers (like Borland C) without a rehabilitation?
>  Would it still be wise
> 
> for me to continue with DJGPP for easy coding?
> 
> Thanks;
> -=* Mark *=-
> 
>
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