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I'm interested in learning about rendering and "the whole 2D/3D stuff", especially in OpenGL/C#. There are thousands of search results on Google, so I was wondering if you have any recommendations which to pick, and how to approach the issue - is it possible to become proficient without a teacher? - Are there great books on the topic?
My background: I have been programming in C++/Java/C# for years. I got basic math skills but lack knowledge once it comes to basic university level. The reason for digging into this topic is a company project as well as personal interest.
If you're going to use OpenGL in C#, go for OpenTK which is an amazing C# library that let's you use everything OpenGL, OpenAL and OpenCL have to offer from a typesafe .NET environment. Their website has very good tutorials as well. Once that is done, you can usually choose OpenGL tutorials and translate them to OpenTK syntax without much trouble. NeHe has very good OpenGL tutorials. Good luck!
I recommend the OpenGL Super Bible 5th Edition too. It's got all the new shader stuff (though the code examples are all in C++).
the red book is very good.
http://www.opengl.org/documentation/red_book/
i'd say it is the only book you need to get started
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Terry Cavanaugh reccomended I learn C++ the other day, so can somebody link me to a complete and recent(late 2012 at the oldest), game development tutorial? I would prefer just C++, but, if you don't know one, an external library would be okay.
I can make games in C#/Python/Java, so I know the very basics(like what an int is), but I have tried to use C++ and noticed a vast difference in the syntax of the language, and so far I have been unable to find a decent tutorial on YouTube. Can someone please point me towards a good windows friendly 2d game development tutorial in C++ tutorial.
1.) Start out by just learning some C++ and getting comfortable with the language. I recommend thenewboston:
https://www.youtube.com/watch?v=tvC1WCdV1XU&list=PLAE85DE8440AA6B83
2.) Then you can move on to learning game libraries such as Allegro, SDL, OpenGL, etc.
This site has some good Allegro tutorials:
http://www.cppgameprogramming.com/cgi/nav.cgi?page=allegbasics
And some good OpenGL and SDL tutorials:
http://lazyfoo.net/SDL_tutorials/
First you need to learn C++ with general tutorials. For making games, I recommend
http://www.packtpub.com/sfml-game-development/book
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Is there a learning resource that goes over the ins and outs of game programming in C++? I'm looking for something thorough that details the industry standards, tricks, and common approaches rather than just a "build a game in 10 steps" type material - something like the C++ Primer for games. What would a good book or tutorial be?
It depends to a degree on what kind of game you want to make. If you're planning on using a premade engine (like Unity), then the documentation on that would be the best bet.
If you're planning to build a 3D gameengine from scratch, and you want it to work on anything other than just Windows, then you'd need to learn OpenGL. There are some excellent OpenGL tutorials at http://nehe.gamedev.net/ , but for a full treatment you'd do well to read the OpenGL Red Book, the definitive OpenGL reference: http://www.opengl-redbook.com/.
If you're planning to make a 2D game engine, then check out SDL: http://www.libsdl.org/. It's cross-platform and relatively simple to use, and you can also optionally use 3D with it via OpenGL.
I'd advise that the first decision you make (if you haven't already decided) should be: do I want to roll my own game engine, or use a premade one?
The book that I used to learn and would recommend is Introduction to 3D Game Programming with DirectX 11
Pro OGRE 3D Programming (Expert's Voice in Open Source) was what we used at vizible (www.vizible.com)
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Are there any 3D C++ based game engines or rendering libraries that just provide a little abstraction from the OpenGL API? I don't want a GUI, just code to build off of. If possible, cross-platform or Linux-Windows-Mac Compatable.
SDL is a common library for doing things like this, and I highly recommend. Although, it does not use OpenGL for rendering, but you have the ability to use OpenGL with it.
SFML is a great alternitive for SDL. The only problem is that it's not C supported (although if you're using C++, that isn't a problem), and that it's not very adopted yet, in oppose to SDL, so the chances are you're not going to get as much support and help as if you're using SDL.
Allegro is an option that works for both C and C++, which gives the user a easy to use interface, and self explanatory functions. Although it isn't as advanced as the other two library.
For just graphics a great start would be Irrlicht. You can switch between OpenGL, DirectX, and a software renderer, without learning any API specific stuff.
Hope this helps!
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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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What OpenGL / GLUT reference is good for day to day programming as you learn?
Ideally I'm looking for something with lots of C++ sample code to help me learn as I develop OpenGL applications as well as details about the APIs similar to what MSDN provides for .net programming.
If there isn't a one stop shop, then please list the set of references I should use and what the strengths of each one is.
The Red Book is the standard book on OpenGL. Don't be discouraged by the fact that the Amazon review for the 7th Edition has only two stars; this is because people are disappointed that there isn't more on the newest OpenGL features in the book. Previous editions got more stars.
Another good book is the OpenGL SuperBible.
The NeHe Tutorials are one of the most often cited OpenGL tutorials, with sample code not only in C++ but in many other programming languages.
I learned OpenGL using the OpenGL Super Bible. It's still the best reference for it that I can find.
The PyOpenGL Documentation is identical to the OpenGL docs, but far more readable and user-friendly. Have a look.
I also second the OpenGL SuperBible.
I think that by "Glut" you mean "Freeglut".
In this case, you should use this specific reference:
http://jocelyn.frechot.free.fr/freeglut/freeglut_2.6.0-api_0.3.xhtml
It contains latest references for current Freeglut.
This way, you can use special aptitudes of Freeglut (like controlling your own GL loop with glutMainLoopEvent(), which is invaluadble when you're using Freeglut with others libraries.
For all the details about the OpenGL-API there are of course the sdk documentation pages https://www.opengl.org/sdk/docs/ or you could look into the standard specification itself (which I personally avoid most of the time). This most likely only helps if you already have a basic understanding of how to use the GL. The news section on opengl.org also often links to tutorials and books. Just skimmed through it and found this tutorial. As for OpenGL related books I only know the Super Bible, which I think is okay to get started. When learning OpenGL without any computer graphics knowledge a book on that topic can be very helpful too. A classic would be Coumputer Graphics Principal and Practice by James D. Foley, which is still an excellent read but it doesn't focus much on real time rendering. For that Real-Time Rendering by Akenine-Moller is an excellent choice.