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RE: What about DJGPP ?!?!



Title: RE: What about DJGPP ?!?!

hi all,

this is my first mail to the group...and i just wanted to say that Nikhil's email was probably the most informative. Thanks for the info Nikhil...i would have to say the hardest thing for me is finding sample game code in C++ because i am a "learn by example" type programmer...can anyone help?

John Martinez
Management Information Systems




-----Original Message-----
From: Nick Hill [mailto:nikhilwiz@yahoo.com]
Sent: Monday, September 13, 1999 12:11 PM
To: gameprogrammer@gameprogrammer.com
Subject: 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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