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.
Say I develop a game for mobile platform running OpenGL ES 2.0. I have done 2D part, and now I wish to import some 3D objects. The imported 3D objects must contain the following: Vertices... 3D authoring application (3ds Max, Maya, Softimage) into the game. However, doing so from scratch is going to be really be a lot of work. Therefore, is there any available solution/middleware, that will let me import 3d meshes into my game, ready to use? The solution/middleware should be: easy to use easy to port efficient not consuming too much memory with unnecessary things containing all
actually looking for a long time already. You'd help me a lot to make a decision finally. Feature-wise the Flatredball engine would be ideal. But I tried their tools, and quite frankly... 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... through APIs. After all, I want to make a game, not an engine. So the question becomes: Is there maybe a cross platform (free or free to develop?) engine available that I could use for 2D development
know if my speculations are ok, as I don't have much experience with 3d animations yet. I want to make a well decision as any option I choose would require a lot of work to get it to render and I...well... I'm building the animation system of my game engine (the skeletal and skinned animation stuff), and I came to a point where I added so much functionality in the frame and node structures... with different types of objects in the same scene. I was also thinking about making a MeshNode class and then make a Mesh object that contains them, but then I have some conflict on where to store some data
After careful consideration to use middleware, I have decided on creating my own 3d file format format to export meshes from 3D authoring application (Softimage) into my game. I will need to export the following: Vertices Indices Normals UVs Material Information Animation information (no clue, how to import it) Collision mesh Game Properties defined within 3D authoring tool (object... of wasting it on incorrect approaches. I use Softimage as my 3D authoring tool. Target platform is OpenGL ES 2.0 running on mobile devices (iOS, Android). Programming language: C++.
As most of game programming is done - I read on this very site - in C/C++ I was wondering if there is any learning/studying material for C/C++ that would target specifically game programming. I am not looking for material about "developing games" or "software architecture for games", but rather for material that uses "game programming" as the CONTEXT for introducing and illustrating C/C++ features, idioms, programming techniques, etc... With a simile: think to the GOF book on design patterns. There, they used "developing a text-editor" as a context for introducing design patterns
There isn't much more to the question. I'm not concerned about overhead, as I'm sure they are both fine for my purposes. Basically, I am familiar with Box2D concepts because of the Farseer Physics Engine, but I want to use Bullet when I make the jump to 3D stuff. Perhaps Bullet has some educational value for me even in the 2D realm? The generalized version of the question is: should I use a 3D physics engine for a 2D game if I plan to utilize a 3D physics engine in the future? Or is this a waste of time which would not provide educational value?
) Where should I place the messaging system for my game engine? Lua? C++? I'm tempted to just have C++ object to behave as servers, offering services to lua business logic. Things like physics system...I have a 2D basic editor written in Qt, and I'm in the process of adding entities. I want the editor to be able to receive RTTI information from entities to change properties, create some logic being... them in lua. Now I have clear I'm going to write them in C++ and expose everything needed. Ussually only interfaces are exposed to lua, so I have come across that to export properties to be published
I am looking to implement an extremely rudimentary FPS game with extremely rudimentary 3D graphics using C++ .NET and DirectX. I'm not interested in any third party libraries or anything special like that. Having never done graphics based programming besides 2D stuff I don't really know where to get started or even how to find the right resources online. I have a few weeks to build this game so im trying to keep it simple. Can anyone give me a little guidance on how to get started?
I have a lot of experience with C++, but I have no experience with game programming. This summer I plan to create a 2D platformer from scratch using C++/SDL for the learning experience. I am looking for as many resources as possible to help me get started. Good source code, tutorials, anything. One of the best tutorials I've found are the inactive jump 'n' run dev tutorials by the late Florian Hufsky. Any similar tutorials?