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My question for you guys are really about more resources. Ive gotten stuck in my homework and my school wants me to do stuff with shaders but has frank d luna as a resource which is all written in effect files. Which source code I might add, does not seem to work for most people, including myself. Im trying to learn more about 3d programming and trying to create a simple grid/terrain area but it is super hard to find simple and educative source code.
I got the book of Frank D luna which to be honest havent entirely helpful. Everything is in effect files which is to my understanding obsolete and is still slightly different compared to vertex/pixel shaders. Also, any source code from that book is not able to run properly. But the structure of the code is fantastic.
Rastertek is a very unhelpful resource as in that he goes through everything at once in everything. Like asking for a page and getting handed a 500 page book. It is very hard to follow and jump back to use as a resource when it consistantly writes codes as a preparation for another tutorial or to complete a past tutorial.
Is there any resources that anyone recommend that would be worth spending money on or even better, free? It is so much information at times that it is hard to summerize everything so I would love to see short source code examples. Much like Frank d luna, except you know.. effect files and actually working.
I have used the following links in the past. None are ideal or "the complete resource", but by mixing and matching you should gain a good insight on DirectX in general. Also be sure to check out the DX11 SDK and MSDN samples
http://channel9.msdn.com/posts/gclassy/DirectCompute-Expert-Roundtable-Discussion/
http://microsoftpdc.com/Sessions/P09-16
http://www.rorydriscoll.com/
http://www.yakiimo3d.com/
http://gpuexperiments.blogspot.com/
http://users.skynet.be/fquake/
http://blogs.msdn.com/b/directx/archive/2010/06/15/introducing-the-directcompute-lecture-series.aspx
http://www.braynzarsoft.net
http://www.amazon.com/dp/1936420228/?tag=stackoverfl08-20
http://www.amazon.com/dp/1435458958/?tag=stackoverfl08-20
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This is a difficult question to phrase, but hopefully I can make it more transparent. Basically, I've taught myself (after a couple of grounding classes in college) how to write and compile C++ code. I have written a small handful of actual programs in Visual Studio and learned to compile them as standalone EXEs. I feel competent that if someone came up to me and said "I want you to have a program that does X, Y, and Z within the confines of the standard library," I would be able to figure it out and present something.
However, there appears to be a chasm between this and what I see when I check out Freelancer.com, Craigslist, and other sites for jobs, internships, and gigs. There are acronyms and references to I'm-not-sure-what (example post here: https://www.freelancer.com/projects/Data-Processing-CPlusPlus-Programming/Build-hash-table-using-chaining.html)
Basically, it's fine if everyone agrees there's a chasm here. I just want to know where to look to find the bridge :) Any reading materials / specific online class / etc. that I could look into? Any assistance would be stupendous.
Thanks!
The answer is simple, experience. You don't have a lot yet, and its a lifelong process.
There is no secret, or shortcut, besides reading and participation and doing. Just like learning new vocabulary words, when someone uses a term you don't know, either look it up, or ask them to explain.
Until you are comfortable with those acronyms, you probably want to stay away from a job ad that explicitly requires that particular skillset, because a good interviewer will figure out if you just Googled something last night or if you used it for the past 3 years on a project. Instead, look for junior programming jobs that care more about getting an energetic grad with a good ethic, and low salary requirements than a senior person. Good luck.
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I found a c++ program for a quiz game. I want to play a bit with it because seems a great oportunity to understand some of OOP principles.
The problem is that the program return a set of errors (that I don't have any clue how to solve) on compile. Since that is writed by some experienced programers, I think that I'm doing something wrong...
I created a pastebin with the code because is a bit to large to post it here.
I would appreciate a hint about how to get rid of those errors.
I'm using Visual Studio 2012.
http://pastebin.com/dgCPeHeF
I guess I'm missing a header or something, because the lines where I get the errors seems to be correct.
Wow, this is really a huge file if you are just starting to learn OOP programming. I'm not sure if this is really the best way to start...
I would recommend you to build a good foundation of you programming skills first, before delving into the bloody details of such an example. You could attend an online course, e.g. at https://www.coursera.org/, or work with publicly available material, like http://htdp.org/.
There a plenty of ways to learn OOP in a more systematic matter. You will find tons of materials if you search for this topic.
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I've recently started taking a look at C++ Win32 API for making a 2D game as my final project for my graduation this year. I've taken one full-year course in C++ console programming so I have good knowledge about the language.
I've spent the last 3 days around 6-8 hours every day on Google and libraries trying to find anything to get me started with this with no result whatsoever. I've taken a look at some code for basic windows which to me looks like an alien language.
Do anyone here know where a good starting point would be?
Help is really appreciated since my entire education, all 2300 hours in school, will be wasted if I don't succeed with this. Right now it just feels hopeless. We won't start with WinAPI until mid-November in our 2nd programming course and I can't waste 2 months sitting around doing nothing. The project's deadline is in mid-January...
Please don't refer me to DirectX, SDL, SDML, OpenGL, Allergo or any other graphic library.
My teacher told me about using images and that you can make some kind of areas of the window for collision etc. Is this achieveable?
If you want to use a plain Microsoft API, you have a few options that you will find on the msdn page.
If your version of windows is recent enough, the best is to use Direct2D. It's modern and the documentation is excellent.
Direct3D has also been used for 2D graphics before Direct2D was available.
The old way is to use GDI+.
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I want to learn DirectX in C++ programming. I decided to learn DirectX, so I found some tutorials online, but they all were very complicated and hard to understand. I have spent 3 days on a tutorial, and I have read everything, but I still can't even make an program that initializes DirectX. I think its very hard to learn that way.
Can anyone recommend a good tutorial/book?
The best resource I know of for learning DirectX is Frank Luna's book. It does assume you know C++. If you can get up to the chapter on the rendering pipeline and understand it, you're probably ready for DirectX. As for being hard to remember and complicated, this book does a great job of making sense out of the madness, and besides I don't memorize most of the structs used for initialization.
Try XNA Game Studio, which is somewhat based on DirectX but a lot easier. (You need C# though.)
just so you know you should understand what your reading when it comes to programming tutorials don't memorize. DirectX is basically a middle man between you and the hardware it lets you communicate with the hardware devices you're using like the graphics and video cards without having to know too much about them, but you should still have a good understanding of how they work before you try to create complex 3D Animations and such so if you're just starting off learn how to use the programming language and then start off with a simpler API or library like SDL, or Allegro for example DirectX is long and complicated and you should learn to walk before you run, :D good luck and happy programming
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Does anyone know a good resource or some pointers which could help me make a side scrolling tile based (descreet movement for character) with box pushing and moving platforms etc. I'm focused right now C/C++ console development (tho after this project I may stop and do stuff a little more graphical, still C/C++). Something bit like Super Serib Bros. I've taken a look at the code of SSB and I have some idea of how it works, tho the variable names aren't particularly helpful.
It occurs to me someone somewhere must have thought about his problem before. So before I go re-inventing the wheel, any clues?
You'd probably be best signing in one of the better known game development groups, for example GameDev or DevMaster as well as checking out the stuff Microsoft pushes.
I'm not sure how many resources you will find for making games, as most open source games develop their own tools and commercial games keep their tools private.
I think that the best strategy is to start from scratch, using existing low-level libraries.
For C++, I recommend using Box2d for physics and HGE for graphics. I have also heard that python's pygame library is good, but have not tried it myself.
I use a an editor/engine called RPG Maker for fun in my spare time. You can download the demo for free. It is a tile based rpg engine and is pretty basic, but the engine is written in ruby and can be browsed very easily.