|
||
|
GP Mailing List
ATXGPSIG List
|
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] RE: What about DJGPP ?!?!
But can I use the opengl32.dll with DJGPP? I just want to try out the basics of 2D game programming and then try out some 3D with openGL before I roll into the VC++ compiler doing this gamestuff. So I don't want to waste too much time figuring out DJGPP. Then, should I just shut off the protected mode with __djgpp_nearptr_enable()? Of what I figured out is that this is easier programming but said to be 'dangerous' somehow ?!?! -=* Mark *=- >For a beginning game developer, I would certainly recommend DJGPP. It, and >the Allegro game library, will introduce you to DOS game programming and >allow you to become familiar with basic concepts. However, if you are >seriously dedicated to becoming a game programmer, spend the money to get >Visual C++ or Borland Builder. Builder is awesome for developing game >tools >(i.e. map editors, level editors, animation tools, etc.), but C++ has a >good >debugger and is relatively easy to use. > >--Dataw0lf > >-----Original Message----- >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 *=- ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com ================================================================= To SUBSCRIBE or UNSUBSCRIBE please visit http://gameprogrammer.com/mailinglist.html
|
|