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Toutes les tailles. Najbardziej znienawidzone firmy - KCIUK. Translations. Organisation interne & principes de fonctionnement. TetroGL: An OpenGL Game Tutorial in C++ for Win32 platforms - Part 3. TetroGL: An OpenGL Game Tutorial in C++ for Win32 Platforms - Part 2. Download source - 1.21 MB Foreword This series of articles focuses on a 2D game development with C++ and OpenGL for Windows platform.

TetroGL: An OpenGL Game Tutorial in C++ for Win32 Platforms - Part 2

We will not only focus on OpenGL but also talk about the designs that are commonly used in game programming with a full object oriented approach. You should already be familiar with the C++ language in order to get the maximum out of this series. There is a message board at the bottom of the article that you can use if you have questions, remarks or suggestions. The series is divided into three articles: Part 1 : covers the window creation and the setting-up of OpenGL. Contents Introduction The first article in the series focused on the main window creation and the set-up of OpenGL.

Organizing the Files We first start by organizing our files in a better way. Let's now change the project settings in order to use this folder configuration. $(SolutionDir) and $(ConfigurationName) are predefined macros. Loading Images Resource Management The CTexture Class. TetroGL: An OpenGL Game Tutorial in C++ for Win32 Platforms - Part 1. Download source - 7.42 KB Foreword This series of articles focuses on 2D game development with C++ and OpenGL for Windows platform.

TetroGL: An OpenGL Game Tutorial in C++ for Win32 Platforms - Part 1

The target is to provide a game like the classic block puzzle game by the end of the series. We will not only focus on OpenGL but also talk about the designs that are commonly used in game programming with a full object oriented approach. You should already be familiar with the C++ language in order to get the maximum out of this series. The series is divided into three articles: Part 1: covers the win32 message loop, the window creation and the setting-up of OpenGL. Contents Introduction This part of the article focuses on setting up an OpenGL window in a Windows environment. Project Settings We will start by creating a new project and configuring the different options. When this is done, add a new source file Main.cpp to the project (if there are no source files in the project, some options are not accessible). The Message Loop Let's look at the Run function: Lazy Foo' Productions.

Drunken Hyena : DirectX 9 Tutorials - .Net (C# and VB.Net) My primary goal in doing these tutorials is to learn.

Drunken Hyena : DirectX 9 Tutorials - .Net (C# and VB.Net)

By developing these tutorials I hope to learn my way around Direct3D (not to mention .Net) much quicker than I would otherwise. Also I hope to be able to provide a valuable resource for others who want to learn.These examples may not always illustrate the best way to do things. I'm (mostly) human and fallible. I'm open to (constructive) criticism, if you have a better way of doing something, let me know. These tutorials primarily cover Direct3D9, though other bits (notably DirectInput) maybe be covered to some degree.

Game Programming Wiki - GPWiki. Amit’s Game Programming Information. What’s on this page?

Amit’s Game Programming Information

I’m interested in producing complexity out of simple parts. This page contains bookmarks that I collected while working on games; I did not write most of the content linked from here. As a result the set of links here reflects the types of things I needed to know: only a few specific topics (not everything related to game programming), general ideas instead of platform-specific information (graphics, sound, compilers), and ideas and designs instead of source code (I find it easier to go from an idea to code than from code to an idea). Other sites, like Gamedev Tuts+, Gamedev, and Gamasutra, cover lots more topics than mine does. Determining how to move around on a map is an interesting problem. These pages are about specific techniques for pathfinding and object movement: My current favorite algorithm is A*, because it can handle varying terrain costs well, and it seems to be faster than most graph searching algorithms. Code and Demos Data structures Displaying Tiles.

Strayfire: Writing A "Simple" Game. In this section I'll point out a few things about Strayfire's development which I think turned out well and would recommend to others.

Strayfire: Writing A "Simple" Game

They're formatted as "tips", based on my experiences with Strayfire. Developing A Strong Tool Set Write good tools! I really can't emphasize this enough. As it turned out, the tools I wrote in the early days of Strayfire held their own throughout the entire project with very few modifications. Developing On A Low-End Machine Despite constant temptation to upgrade, I kept my TNT2 in my primary machine throughout the entire development of Strayfire.

Ease Of Distribution Have you ever had a friend ask if they could see the latest build of your project? Granted that's not the most sophisticated way to do version control, but my point is not that you should neccesarily do it like that, but just that you should keep your project as organized as possible. Implementing Playback Demos Rewriting Can Do Wonders. C++ Game Programming. Www.iki.fi/sol - Stuff - So you want to make your own MMORPG.. I'm saying you shouldn't.

www.iki.fi/sol - Stuff - So you want to make your own MMORPG..

But wait - I'll explain why. Maybe you read 'Snow Crash'. Maybe you played MUDs. Maybe you just thought about a cool magic system and started there. Whichever the case, you love the idea.