I am a beginner-intermediate C++/Java programmer and my long term goal is to be a game programmer.
I have decided to start off with 2D and work my way towards 3D.
I would like to use SDL to start off with, but I am wondering if it is maybe not such a great idea.
Given the fact that I am working towards 3D, would it be advisable to use SDL or jump into OpenGL without the Z axis?
Just use SDL. You can use OpenGL with the SDL when you want to transition over.
OpenGL is used quite a lot for 2D games. We used it in Teeworlds for example. Using it as a pure 2D language is ok, it might give you some quirks when setting up camera and especially if you want stuff pixel perfect. But you will learn a lot by doing it.
You can use OpenGL with SDL, it's very common. Most people doing it that way only uses GL though, and skips most (all?) of SDL:s drawing functions.
I am making a game using OpenGL, with SDL_Image employed to load the textures. When drawn on screen, there's no alpha -- in an exact square around the opaque contents of the texture, black is drawn; outside that space, white is drawn. Here is my OpenGL init code... SDL_SetVideoMode(windowWidth, windowHeight, 16, SDL_HWSURFACE|SDL_GL_DOUBLEBUFFER|SDL_OPENGL); glClearColor(0, 0, 0, 0... = SDL_DisplayFormat(zoomedImage); SDL_FreeSurface(zoomedImage); } return optimizedImage; } ...here is the code I actually use to create the GL texture... GLuint thisIsMyTexture
I have the book iPhone 3D Programming; this book taught be a lot about overall c++ iPhone application architecture and iPhone OpenGL ES. But a lot of the book is obviously about 3D, so most of the book wasn't that useful to me. I also have Game Coding Complete 3rd Edition; this book taught me a lot about game engine architecture but the emphasis is on c++ windows desktop game programming. I am looking for c++ 2D game engine architecture books. I'm not looking to use any frameworks; I want something more geared towards 2d c++ game engine architecture. Any suggestions? Thanks.
Possible Duplicate: Cross-Platform Audio API Suggestions I have gone down this road a few times, and always decided to put it off. I am finally to the point I need to choose an Audio... Free - 3000$ - 6000$ which pretty much excludes this. BASS - So far this is what I am leaning towards. Simple API, great feature list, and quite a bit more. The pricing structure looks somewhat similar... looking for something more drag and drop rather than something I am going to be basically writing my own front-end for. I am curious though, I remember stumbling across another library or two a few
don't really need 3D. The editor usability is a little worse than Unity3D in my opinion and it wasn't clear to me how to start programming. I think it requires C++ for coding, so that's a negative too. I...this is a post detailing my search for the most enjoyable way for a hobbyist game programmer to sweeten his free time with making a game. My requirements: I looked at Flash first, I made a couple... zoomable maps. I saw that Adobe has a new 3D API for Flash, but I don't know if that improves 2D performance aswell, I couldn't find anything related to that question on their MAX10 sessions. Would you say
Lately I have been working on a game that i plan to make online. I have used different libraries to make this game as far as i could, but I feel that I should rethink on how Im sertting this game up, so I planned to start over. The libraries that I have used are SFML, OpenGL, and Bullet Physics, along with GLM to load the models. But the problem is that the 3D graphics arent working.... The libraries that I would need are ones that fit the criteria of making a simple 3d game(online): 3D Graphics(including a model loader of some sort(if it works with blender that would be even
with C/C#. Most important to me would be that I could lear stuff that I can use later on for example in other Frameworks. This is important to me because I want to get deep into one thing I...I've been working with the XNA-Framework(only in 2D) for over a year now. Now I want to try and start a bigger 3D-project. But somehow I have difficulties to decide which engine/Framework I should... engine I could use here. OGRE-engine: Always wanted to get a little deeper into C++ and the engine seems to be well documented. Cryengine/Sandbox 2 or higher: Well this one also needs C++ knowledge, seems
I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font loading, etcetera. I am also using OpenGL via the FreeGLUT library in conjunction with SDL to display graphics. My method of collision detection is AABB (Axis-Aligned Bounding Box), which is really all I need to start with. What I need is an easy way to both detect which side the collision occurred on and handle the collisions properly. So, basically, if the player collides with the top
I'm trying to use SDL + OpenGL but I don't believe hardware acceleration is working because the framerate for around 18000 polys is about 24fps on a quad core machine but is a hopeless 1-2fps on an Intel Atom. Even the quad core starts to struggle when the poly count rises above this. I've checked my code over but I'm clearly missing something obvious. I've changed my SDL initialisation code to use the same code as in the SDL OpenGL test. It reports that SDL_GL_ACCELERATED_VISUAL is 1 but that hw_available in SDL_VideoInfo is 0 Also the vendor is reported correctly as Nvidia on both
sort of designs other people used to overcome them, or would use. For a little background, I started working on it in my free time last summer. I was initially making the game in C#, but about 3 months ago, decided to switch to C++. I wanted to get a good handle on C++ since it's been awhile since I used it heavily, and figured an interesting project like this would be a good motivator. I've been... areas of concern I have and wanted to get some opinions on the proper way others have solved them or would solve them. 1. Cyclical Dependencies When I was doing the game in C#, I didn't really have