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Re: [GP] Help! Making game engine



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If you want to see another way of assembling a game engine, look up this website. It is using OpenGL and GLUT, which will also lighten the load somewhat. There are some good descriptions of 3DS files and a simple loader.

http://www.spacesimulator.net



Alan Wolfe wrote:

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>**** Bounces like rubber! Shatters like ceramic! ****
>Discover Crazy Aaron's Thinking Putty in grown up 
>handfuls. It's the creativity unleashing, mood enhancing 
>desk toy!
>http://click.topica.com/caab5n2bUrGczbWgLvSa/ Crazy Aaron Enterprises
>===========================================================
>
>I say stay away from directx because my experience with it has been that it
>is unecesarily complicated, full of strangely named classes, with strangely
>named function parameters and class members and function parameters which
>you have to look at the docs to learn that they arent even used (?). a total
>pain in the ass to initialize crap and nothing really made much sense.
>Atleast thats how it was in DX 7 and 8, not sure anymore but im guessing it
>hasnt changed that much.
>
>i say use SDL to access OpenGL instead cause it rocks!  Very straight
>forward and multiplatform too so you will be able to easily compile your
>game for linux, macintosh etc after you are done without changing any (or
>much) code, which is very nice.
>
>http://www.libsdl.org/index.php
>
>(:
>
>
>
>
>----- Original Message ----- 
>From: "Kev Fields" <drunkendruid@hotmail.com>
>To: <gameprogrammer@topica.com>
>Sent: Monday, March 29, 2004 7:38 AM
>Subject: Re: [GP] Help! Making game engine
>
>
>===========================================================
>**** Bounces like rubber! Shatters like ceramic! ****
>Discover Crazy Aaron's Thinking Putty in grown up
>handfuls. It's the creativity unleashing, mood enhancing
>desk toy!
>http://click.topica.com/caab5n2bUrGczb6Q34Xa/ Crazy Aaron Enterprises
>===========================================================
>
>Have you used DirectX9 before? If not, I would suggest staying away from
>HLSL until you're relatively at an intermediate level with DirectX. When I
>was looking at graphics APIs to use for a product I'm currently working on,
>I had very basic knowledge of DirectX and was at an intermediate level with
>OpenGL. In the end, we decided to use OpenGL because the learning curve is
>smaller than learning DirectX, and for its cross-platform capabilities.
>Perhaps the biggest factor in what API to use what the availability of
>resources, both online and on-site. Personally, I've found articles for
>DirectX to be somewhat lacking, in terms of quantity. There just wasn't
>anything online in way of DirectX for what we needed.
>
>However, if you're not worrying about cross-platform, then that shouldn't
>affect your decision in any way, shape or form. If you do decide to go with
>DirectX, your best bet would be to wait until near the end of development to
>use HLSL and shaders. If you set your game engine up correctly, you can
>still get a decent enough frame rate using DirectX and C/C++. Granted, HLSL
>and Vertex Shaders are nice to use, and, in certain cases, can speed up
>performance, but, they're still a "Want" and not a "Must", as Adrian nicely
>classified it.
>
>
>From: Mister <m15t3rb055@telkom.net>
>Reply-To: gameprogrammer@topica.com
>To: gameprogrammer@topica.com
>Subject: Re: [GP] Help! Making game engine
>Date: Mon, 29 Mar 2004 20:42:56 +0700
>
>===========================================================
>**** Bounces like rubber! Shatters like ceramic! ****
>Discover Crazy Aaron's Thinking Putty in grown up
>handfuls. It's the creativity unleashing, mood enhancing
>desk toy!
>http://click.topica.com/caab4CEbUrGczbVvle9a/ Crazy Aaron Enterprises
>===========================================================
>
>DirectX9. I think I'd need the HLSL.
>
>----- Original Message -----
>From: "Kev Fields" <drunkendruid@hotmail.com>
>To: <gameprogrammer@topica.com>
>Sent: Monday, March 29, 2004 7:40 PM
>Subject: Re: [GP] Help! Making game engine
>
>
>I would suggest that you focus on getting it to be interactive, load the
>level, and be an engine.
>The cel-shading should most definately be done last, as it can be considered
>a feature, instead of a requirement. And, depending on what 3d model format
>you plan to use for animation, you will have to be wary of how your
>animation system will work. Again, the animation can be left until after you
>can make a fair deal of the engine and get it to load the levels.
>
>By the way, what graphics API are you using?
>
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>
>
>
>
>
>  
>


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**** Bounces like rubber! Shatters like ceramic! ****
Discover Crazy Aaron's Thinking Putty in grown up 
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desk toy!
http://click.topica.com/caab4CEbUrGczb7tEAof/ Crazy Aaron Enterprises
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