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Closed 11 years ago.
I am working as c++ developer in cfd field for last 1.5 years. Since I am from computer science background I have very poor domain knowledge in CFD. I have searched on net but didn't get the kind of material am looking for. Actually am getting mathematical research papers about cfd focusing on theory and formulas . What I want is a tutorial written in plain English targeting novice people with focus on software development. I might be asking too much , but any help is appreciable :)
Well, if you want to have a somewhat more friendly introduction (although you simply won't be able to escape math) you might start at "Fluid Flow for the Rest of Us" by Cline, Cardon and Egbert and work your way up from there. Google it and you'll find it online.
Or you could have a look at Robert Bridson's book "Fluid Simulation for Computer Graphics" which introduces the basic concepts in a more gentle way.
These are both texts dealing with fluids targeted at computer graphics, but they might provide a gentle introduction while you work your way up to CFD simulations.
I've worked with/on two C++ libraries that both come with a lot of theory, docs and tutorials: http://www.dealii.org/ and http://libmesh.sourceforge.net/. Both are adaptive refinement finite element libraries, both with a focus on (scientific) fluid simulations.
Another good start could be Fast Fluid Dynamics Simulation on the GPU, which actually lends to a very simple (but not optimal) implementation on the CPU.
It comes with shader's source that can be ported straight to the CPU, and provides an easier and more programming oriented approach than Bridson's book.
Related
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Closed 9 years ago.
I am currently developing an rpg type game in C++. I have developed a few games in the past but have used heavily inclusive APIs. For this game I am looking into developing it more myself. I still want the graphic and animation functions to be (mainly) implemented using the library. Here is a break down of the game:
It will be a top down tile-based game when not in battle where the character is free to walk around and speed will be determined by a speed stat
Once in battle it will be a turn-based battle system with (not completely final) 3 man team on each side
Some information will be stored online and will be used in the game but that will not need to be checked often
What I am asking is; what would most likely by the best library or API for me to use for this purpose? I have searched and have been able to find a few that I believe may suit my needs but none that have been popular. Perhaps I am looking for something too specific but any help or recommendation would be greatly appreciated.
P.S. Along with a recommendation, a link for a decent tutorial or documentation would be most appreciated.
There is always the popular libsdl. There are many tutorials for this library online inluding the dedicated
http://www.sdltutorials.com/
You can always use as much or as little of a library's functionality as you like.
Have you had a look at this?
http://irrlicht.sourceforge.net/
If you look in the forums, people have written their own compatible libraries for AI, Physics etc etc that they seem to be happy to share. Also there are lots of compatible tools like this http://www.ambiera.com/coppercube/ and lots of language wrappers.
As an addendum to Caustic's answer, I suggest looking into Ogre3D. Like Irrlicht, it is primarily a rendering engine, leaving much of the work to be done by yourself. From personal experience, I cannot recommend one over the other.
I am sorry to swear. I believe you should use SFML because it is an all-around nice library for graphics development.
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Closed 10 years ago.
I already program in C#, Java and C++ and would like to know if you know good books (wether about OpenGL or DirectX and with any of these languages) that cover video game development and that include a discussion about shaders, special effects, sound and collision detection. I know this may seem a lot, but I searched on Amazon and O'Reilly and didn't find a book that covers all these subjects. I don't know if you have seen a book like this.
Jay Baxter of Blizzard Entertainment has posted a list of books that are recommended reading for aspiring programmers at his company. You can view his lists of recommended game programming books here.
A broad (not in depth) book that touches those topics among many others is Core Techniques and Algorithms in Game Programming. I highly recommend it.
[...] this book is exactly what I was
looking for. After reading it (and
re-reading some passages) the
difference with other books on games
is appalling: this is a course on
games programming, a tool for those
who want a formal, well laid-out
introduction, that covers all the main
topics and leaves few questions
unanswered.
What you're looking for is a MASSIVE amount of information and if there ARE any books out there that cover all of these, I'm fairly sure that they wouldn't really go into any amount of depth on each.
Both the DirectX and OpenGL websites have pretty much all information that you'll need for either graphics API. If you're not so interested in the actual plumbing work, then I'd suggest maybe taking a look at Ogre (which I believe also has a C# port).
Shader documentation: DirectX, OpenGL
Audio all depends on the the API that you end up going with: DirectX, or you can choose from many OS audio libraries out there (i.e. OpenAL).
For special effects, I'd recommend the Graphics Gems series, as well as GPU Gems.
I'm not too sure about specific collision detection references, as I usually just end up google'ing for algorithms on demand.
The Game Programming Gems series is a great source for information, but it's more tips 'n tricks and not a thorough explanation of each topic.
I have heard from others that "Essential Mathematics for Games and Interactive Applications" is a good start to building your foundation and (re)familiarizing yourself with the math aspects.
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Closed 11 years ago.
I have stubbornly decided to learn Xlib programming for Linux GUIs, just for fun & the gained experience. I'm young and have lots of time to read useless stuff. Nobody seems to want people to learn this, though, as everywhere I look, askers are being bombarded with suggestions of using a toolset instead - usually Qt or wxWidgets. This is kind of sad, if nobody learns Xlib, who will continue development of e.g. wxWidgets? I will learn wxWidgets too, though, when I feel comfortable with Xlib.
So - with that out of the way - my question is: Is there a recommended book (or other resources) for learning Xlib programming, preferably with C++, but C is OK too. Windows programming has its Petzold, I was wondering if Xlib had some sort of equivalent.
There used to be a whole series of books on X programming (they actually worked their way up to Xlib!) but the one you probably want is Xlib Programming Manual
Over a year later I ran across a "retro UNIX" imgur album which has a picture of it! Keeping good company with the Red Book (the Postscript Language Reference Manual) and another in the O'Reilly X series.
I found this on amazon: Fundamentals of X Programming
I liked one by Levi Reiss and Joseph Radin, I think it was "X Window inside and out" (I read a translated version). Of course, it's really outdated, and predates Xutf8* functions, XRender, XFt and client side fonts, XCB, XRandr, Composite, etc...
Also found these books myself:
http://www.amazon.com/Introduction-Window-System-Oliver-Jones/dp/0134999975/ref=sr_1_4?s=books&ie=UTF8&qid=1288651669&sr=1-4 (old and expensive, but it's something)
http://www.amazon.com/Window-Programming-Scratch-Jesse-Libertys/dp/0789723727/ref=sr_1_25?s=books&ie=UTF8&qid=1288651711&sr=1-25 (this one is quite recent, compared to most other resources I could find, but it's got some bad reviews. Maybe worth the read)
http://www.amazon.com/Window-Toolkit-Complete-Programmers-Specification/dp/1555581781/ref=sr_1_44?s=books&ie=UTF8&qid=1288651754&sr=1-44 (supposedly good, actually on Xt, but I guess it might be worth the read)
And this website which seems to at least contain something usable:
http://manuals.itc.virginia.edu/unixdocs/u014.xwindows.html
If anyone has read any of these, please leave a comment.
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Closed 10 years ago.
Do you have any recommendations on great video courses as a complement to books for learning C++?
Have not used these and I'm not sure about international shipping, but these are partly taught by Yashavant Kanetkar.
Quest C++ Programming
Don't let the 550 price throw you, it's in Rupees so about $13 US.
--
Update for shipping:
For shipments to USA/Canada, UK,
Europe, Japan, Australia, we charge
INR 2000 (USD 40) for a single order
of 1 to 16 Quest Courses.
ShowMeDo It's a nice place to start seeing for C++ and more.
Wrath Lands is a project about creating a text based RPG in C++. It's not really something you'd want to learn C++ for the first time with, but it is basically a guy starting from scratch and creating a game, dictating and trying to explain what and why he's doing it while also dealing with errors.
I found it to be entertaining at the least with some good pieces of information. Definitely not a standard though.
The Stanford CS deparment has several courses that you can watch (free) online. Of iterest to you may the Programming Paradigms lectures, which cover an intro to C++ among other topics.
MIT also appears to have a similar course available.
http://msdn.microsoft.com/en-us/visualc/bb496952.aspx
http://msdn.microsoft.com/en-us/library/aa288436%28VS.71%29.aspx
Nothing beats stanford course Its quite comprehensive
I really like Pluralsight
They offer 5 C++ courses as of today, and for 29 bucks you can watch them all within a month.
It is based on Windows/Visual Studio, but the knowledge is applicable in all other platforms. The courses also include the last features of the language.
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Closed 10 years ago.
i like to make very simple 3d/2d game for pc/mac/linux
what is the best free 3d/2d engine for this ?
i have no experience in game programming so i guess it have to be easy to learn
please in c++
thanks
While 'best' can very much depend on your situation, one I have used in the past to great success is OGRE 3D.
It's cross-platform, very nicely written (C++), and runs well. However the one thing that set it apart for me was the great community - you can always get help no matter how simple your question, and there are plenty of guides/tutorials around on their forum/wiki. The documentation is also very good.
It's well worth checking out.
Hrmm, upon reading that it almost sounds like I have a vested interest - I don't! I just really like it from past experience!
Try searching DevMaster's Game and Graphics Engines Database for 3D engines. This question has also been asked and answered MANY MANY times in their forums.
C4 Engine, irrLicht and Torque are often recommended for 3D in C++, but it really depends on your individual requirements or if you really need an engine at all.
I recommend Irrlicht. It's simple, lightweight but fast and powerful. It's not as featureful as Ogre3D, but I've found it more simple to use.
If you're looking for more of a simple API rather than a full-blown game engine, you should try SDL. That will give you a platform-independent way to render with OpenGL, handle input, do basic audio, etc. It's especially handy if you're looking for a way to do a simple 2D game project.
Panda3D is quite easy:
You can use it with C++ (or Python.)
It is well documented and offers many good samples.
It's mostly 3d oriented, so be aware although any 3d engine will involve a learning curve, Panda3D will have one of the shortest.