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Proggraming Graphix

Started by CAD52581 May 13, 2004 at 5:02 PM 16 replies 750+ views
Original Post
CAD52581
CAD52581
Okay, so ive created a little RPG''ish type game with the extent of my knowledge. Now I want to move on and put some Visual to it. HOW?! I have been trying to read DirectX stuff and what not and nothing begins to make the least bit of sense. Programming is the most discouraging thing ive tried to learn. Any how, I don''t really have any money so all resources need to be via web. Please, if you have anything that can help me... just understand how to get a dot to appear... would be great. Mainly i''ll work w/ bmp''s for now so just how to display those and create a little world for myself to keep plugging away. THX
If I sound like a Newb. It's because I am a Newb!!
vNistelrooy
vNistelrooy
nehe.gamedev.net



"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"

"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"
CAD52581
CAD52581
right on, so does that mean you would recommend using/learning OpenGL instead?

[edited by - cad52581 on May 13, 2004 6:06:42 PM]
If I sound like a Newb. It's because I am a Newb!!
krez
krez
i''d also recommend learning OpenGL, it isn''t that is it better than the DirectX route, but since you already had trouble learning DX you might find it easier to pick up at first.

the nehe site is a good start.
--- krez ([email="krez_AT_optonline_DOT_net"]krez_AT_optonline_DOT_net[/email])
S1CA
S1CA
I''d agree, learn some of both popular PC 3D APIs (Direct3D and OpenGL) and then stick with whichever you felt most comfortable with until you''re more experienced - it may be that you find one easier than the other (neither is "better" overall, they''re just "different").

Both APIs/SDKs are free and have plenty of example source code available (assuming you have access to a reasonable internet connection or have the money to pay the shipping costs for an otherwise free CD).

Having said that, in terms of what does and doesn''t make sense - the vast majority of what you''ll do in graphics programming has nothing whatsoever to do with the API you use to interface with the graphics card (OpenGL or Direct3D). Graphics algorithms and mathematics are independent - the API is just the way you express those algorithms and maths to the hardware - the concepts are identical.


Simon O''Connor
Game Programmer &
Microsoft DirectX MVP
Simon O'Connor | Technical Director (Newcastle) Lockwood Publishing | LinkedIn | Personal site
Matei
Matei
If you''re only doing 2D graphics, there''s no reason to use either DirectX or OpenGL. Maybe you can use DirectDraw to get a hardware-accelerated surface, but just GDI should be decent if you''re not doing anything too performance-intensive.
CAD52581
CAD52581
Not planning on doing any 3D graphics in the near future, but what resources that have been provided have been EXCELLENT. Thank you all for your help in forwarding myself to the right direction. This tutorial on OpenGL is probably to the T in what I was looking for.

THX
If I sound like a Newb. It's because I am a Newb!!
RuneLancer
RuneLancer
quote:
Original post by Matei
If you''re only doing 2D graphics, there''s no reason to use either DirectX or OpenGL. Maybe you can use DirectDraw to get a hardware-accelerated surface, but just GDI should be decent if you''re not doing anything too performance-intensive.


Although I''m probably late, seeing as you seem content with OpenGL, I second this. You can get very good results with the Windows GDI, if a little limited.

If you can handle OpenGL and like the results, though, go for it. You''ll migrate eventually anyways.
DarkHamster
DarkHamster
Forget NeHe, learn it properly the first time around.


"There is no dark side of the moon really,
As a matter of fact, its all dark."
leiavoia
leiavoia
i can''t believe no one has recommended SDL yet! It''s a 2Dcross-platform library. You ought to be able to get graphics on the screen in less than an hour. You''ll learn fast with it. If it doesn''t float your boat, it''ll still be usefull as a windowing and event handling foundation for OpenGL when you want to learn that.

SDL webpage

Cone3D Tutorials
alnite
alnite
Am I the only person thinking NeHe is bad?
CAD52581
CAD52581
Why is NeHe so bad? It seems to lay it forward to me so far.

BTW - does anyone know how to change the comment color in Visual C++ .NET? from dark green to red or something.

[edited by - cad52581 on May 13, 2004 11:31:45 PM]
If I sound like a Newb. It's because I am a Newb!!
Fingers_
Fingers_
NeHe tutorials are useful for what they are. You can definitely learn the basics by reading them (I did). They''re usually short and to the point because each tutorial just does one thing, which makes them easy to understand. Also, the NeHe tuts have been conveniently ported to SDL.

However, they''re not shining examples of good programming style, efficient algorithms or really anything but "how to put stuff on screen with 30 lines of code". So once you get started you''ll need to go elsewhere, read books, just generally study to really get anywhere in graphics programming.
RuneLancer
RuneLancer
quote:
Original post by alnite
Am I the only person thinking NeHe is bad?


I learned the basics from NeHe and for that, it''s good. However, they spend a lot of time explaining useless stuff such as what a boolean is and leave out the stuff we actually WANT to know such as, say, what glBindTexture does or the overhead it involves.

Worse yet, it only shows you how to do things so they''d work, not how to do them right the first time around. I was a little stumped until I experimented with a landscape engine of my own. Then, I ended up finding out some ways to deal with having MANY polys onscreen at once. I''m still having problems with my textures and illumination, though (damnit, NeHe, you could at least show how to calculate a normal for surfaces that aren''t parallel to one of the three axes...)
vNistelrooy
vNistelrooy
quote:
Original post by RuneLancer
... what glBindTexture does or the overhead it involves.



Thats because no newbie cares about optimization. You begin to understand that it is important only after having your demo run at 1.5fps on the lates PC. >_<



"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"

"C lets you shoot yourself in the foot rather easily. C++ allows you to reuse the bullet!"
CProgrammer
CProgrammer
Ahm as has been mentioned here(by leiavoia) and I want to stress again. Ive used OpengGL as well as DirectX but considering that the OP only wants to disply bitmaps in 2d and has difficulty with the graphics part,
SDL is PERFECT for him.
Plus its cross platform.
Its very easy and its fast enough, so use SDL.
Youll easily find a tutorial on the net.
RuneLancer
RuneLancer
quote:
Original post by CPPMaster Poppet
Thats because no newbie cares about optimization. You begin to understand that it is important only after having your demo run at 1.5fps on the lates PC. >_<

Well, hey, I have a PIII 650 with an ATI RAGE 128. My landscape engine runs at ~15 FPS and displays 35,000 vertices. I guess it''s not all that bad, considering I''ve next to no optimizations in there.

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