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101 Feb 14, 2003 at 18:19

I don’t agree with that. Although OpenGL is used more for SGI workstations etc. I wouldn’t say that it is less optimal for games than DirectX. It all depends on the code. Look at half-life.

In response to what do you recommend?
0
101 Feb 14, 2003 at 18:17

One thing which proves that DirectX is better is that ALL professional and commercial games (95% to be more accurate) use DirectX to make their games. They never use OpenGL.

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101 Feb 14, 2003 at 18:16

I have written code which completely modularises SDL into an SDL windowing class and an SDL input class. It would allow me to slot SDL out and use DirectInput or slot SDL out and use X11, with no effect to the rest of the code.

In response to what do you recommend?
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101 Feb 14, 2003 at 18:15

well, I won’t vote, but I’ll give you my recommendation.

I assume you run windows, if you run anything else there is no option of directx :).

Reasons for OpenGL:

• If you want to target multiple platforms or think you might move platform yourself
• You don’t like COM
• You don’t like C++, or wish to use C without using those silly vtable things
• You don’t like hungarian notation
• You happen to like OpenGL better

Reasons for DirectX:

• if you don’t really care about other platforms
• You like COM
• You like C++
• You like hungarian notation
• You happen to like DirectX better
• Your graphics card supports DX better than OGL

As you can see, most of them are opinion. I recommend you try out both, and see which one fits your needs best. If you have time/patience, learn both. It will be good if you want to get a job in the industry.

btw, generally these posts (because there is no definate one that is *better* at everything for everyone) cause flame wars. Tread carefully.

In response to Delays, and wait times...
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101 Feb 14, 2003 at 18:10

are you talking about the function: timeGetTime() ?

In response to Delays, and wait times...
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101 Feb 14, 2003 at 18:09

another way is to have a global (or static, member, whatever) variable, and record the current time, as accurately as you can, in that variable. Then every loop you can check if the current time is 1 second more than that variable. If it is, 1 second has passed.

In response to Delays, and wait times...
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101 Feb 14, 2003 at 17:37

there’s a handful of ways to approach your problem and one of them, you mentioned.

using system(“pause”) is not what i’m talking about but the idea is the same. maybe you could make or use a time function and incorporate a while loop and have it run until time has ran for a certain amount of (milli|nano)seconds.

// pseudo code
void pause(int m_seconds)  // or whatever measure of time you want to use
{
if (m_seconds <= 0)
return;    // don't wait/pause

unsigned int
end_time,
start_time = get_ticks();

while ( (end_time - start_time) < m_seconds)
end_time = get_ticks();

// when end_time - start_time is greater than m_seconds,
// the loop is broken, and the function ends.
}


I can’t remember if get_ticks() exists or not [in time.h] but there’s a function similar to it. and wherever you want to pause, you would just call your pause function.

hope that helps.

In response to what do you recommend?
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101 Feb 14, 2003 at 17:20

I recommend OpenGL. DirectX is not optimized for gaming, it’s optimized for [accessing hardware in] Miscrosft OSes. OpenGL on the other hand is cross-platform and will work with all OSes. so instead of limiting your game to just windows-users, you can target MAC users, *nix users, BSD users, etc.

In response to what do you recommend?
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101 Feb 14, 2003 at 17:14

I recommend that you use DirectX since you are aiming to develop a game. DirectX was designed especially for games, whereas, OpenGL was designed for workstations and graphics in general. OpenGL is not optimized for games.

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101 Feb 14, 2003 at 17:12

One thing I think DirectX has the advantage is the fact that DirectX was designed specifically for games as opposed to OpenGL where it was designed for graphics in general. Therefore, you may see that games are highly optimized in DirectX.

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101 Feb 14, 2003 at 17:10

One good thing about DirectX (in my opinion) is that it offers all the tools necessary to make a complete game with any external APIs. It has DirectSound, DirectInput, DirectPlay, Direct3D, etc…. I think this fact makes me consider DirectX more.

In response to Ctrl key problem
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101 Feb 14, 2003 at 15:52

[geek mode]

have you tried making a test program to see if ctrl + <whatever key> works?

[/geek mode]

that and is it just one of the ctrl keys or is it both?

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101 Feb 14, 2003 at 14:06

I dont know if SDL is faster at drawing a window though? Anyone know the performace hit, or enhancment of using SDL to swap buffers and such????

I did a tiny bit of research [nothing in-depth] about SDL and GLUT and it’s hard to answer. from what I thought and what I found, GLUT sits right on top of OpenGL while SDL merely provides an interface for it. I couldn’t find anything about tests/performance results. anybody want to do a test? for shits and giggles I may just do it.

In response to Ctrl key problem
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101 Feb 14, 2003 at 12:21

I tried other combinations and they worked fine , its only with the Ctrl key :\

In response to Model Editing
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101 Feb 14, 2003 at 11:33

A quick search came up with 3dxExp:

In response to Ctrl key problem
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158 Feb 13, 2003 at 23:12

Did you try other combinations? Or is it just with Ctrl?

In response to Ctrl key problem
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101 Feb 13, 2003 at 22:33

My keyborad isnt broke because I can do “Ctrl+C” , but I cant use “Ctrl+a”.
I first noticed it when I played CS , my Ctrl key is for duck , and as I pressed it I couldnt move left+right while ducking (while pressing Ctrl key).
So , its not that it doesnt work at all , there are cases which it works and cases which it doesnt work.
I think its the combination between Ctrl and A that doesnt work…is there a way to check it out?

In response to Ctrl key problem
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101 Feb 13, 2003 at 22:18

is it a specific case where it doesn’t work or it doesn’t work at all anywhere? give us an example as to where it works and doesn’t work. it could be your keyboard is broken.

sorry if that doesn’t help

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101 Feb 13, 2003 at 20:50

Its not so much a problem, more a preferance. When i write code, I like to know exactly whats going on, and exactly why im putting a line here or there. When i worked with SDL, it seemed to me, that tooooo much relied on implementation with SDL, it took over the input control, the window control etc, and it did it with code that kind of confused me. I guess my main grip was that I was goign to have to spend time relearning a bunch of stuff, when i could just as easily done it with GLUT, (be it a tad slower for input) but i dont think the way im using it realy matters all that much.

I dont know if SDL is faster at drawing a window though? Anyone know the performace hit, or enhancment of using SDL to swap buffers and such????

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101 Feb 13, 2003 at 18:44

I too have an R9700Pro and I think that it was worth the money spent.

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101 Feb 13, 2003 at 17:53

As I said: “But the thing is that many people want their product ready fast (the industry at large tends to like that)…” :) Really, it is good that things like that excist and that it gives a painless landing for people that are interrested in the field, but don’t have the patience or will to learn the low-level. _But_, are we really in such a need of graphics programmers (in the consumer market), that we actually need to do stuff like this? I wrote my first OGL app with glut but directly after that moved to my own base code. I don’t know, it’s just my opinnion, but it just makes me think if we’re taking graphics programming to the level where you just produce game engines like you produce car engines on a production line.

Cheers!

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101 Feb 13, 2003 at 13:30

Radeon Pro 9900 as of nw is just a hype. Its supposed to “crush” GeForce FX (whever it comes out as a commercial prod.) I know of serious probs with GeForce FX. nVidia for the first time, is in second place.
All the word that’s floating around is - its the neXt best thing… when is not something anyone would answer

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101 Feb 13, 2003 at 13:22

I think the DX SDK itself comes with pretty neat tutorials.
Before developing DX stuff you have to be used to Win32 implies you know enuf anyways.
Ok btw - http://nexe.gamedev.net
Its a good place to start (based on the popular nehe.gamedev.net)

In response to Java or C#?
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101 Feb 13, 2003 at 13:14

C# was implemented so that Visual Studio .NET would make sense **giggle**.
A far as better interfaces are concerned… hmm lets see, dont we have anything called C++ and COM already?
Well the real reason for C# to come out was that it could incorporate modules from EVERY language that exists for Windoze. That is the reason. In JAVA there is a problem with using C++ modules. They have to be implemented in a particular form.
Dont you remmeber the story of the Big Blue doing the same? They would sell a computer(sorry Mainframe) to corporates and give the Fortran language along. Else you get none.
Every OS has a fav. Language. it was C++ earlier. Now its become C#
However there is nothing new in C#. < Pun intended >
Replace “JAVA” with C#
Replace “SUN” with Microsoft <whatever font they use>.
However as a language and grammar fan, I do say that C# makes things pretty good. Think about the flexibility with arrays and pointers.
The basic structure (grammar) of the two languages is the same. Differences are in the data types and the compilers.

In response to Good OGL books
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101 Feb 12, 2003 at 10:39

GT should be good too :)

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