Game Programming and Development Tools

What articles/code would you like to see? – BrianT

Briant

Member

Posts: 742
From: Stony Plain, Alberta, Canada
Registered: 01-20-2001
Hi all,

I'm putting together some programming (C/C++) articles/code for the article section of this site. I have several areas I'd like to cover, but I thought I would ask for preferences of what you'd find more useful, so I know where to focus my energies first. Here's some ideas I have, what would you prefer first?

- a series on making screen savers using MFC (or would more people prefer without MFC?)
--- basics
--- cool features
--- adding DirectX
--- adding OpenGL

- C/C++
--- basics
--- intermediate
--- advanced

- general purpose algorithms and datafiles
--- linked lists, queues, trees, etc.
--- STL
--- sorting
--- etc.

- Windows programming in C/C++
--- basics
--- controlling windows
--- using resources (bitmaps, strings, dialog boxes, etc.)
--- MFC
--- .dll's and plugins
--- etc.

- expanding on Johnny Watson's existing Win32 DirectDraw and/or OpenGL articles:
--- describing how to do simple graphics and animation
--- handling user input
--- texturemapping beyond bitmaps: using .gif and .jpg files for graphics
--- adding sound/music

- special effects
--- particle engine
--- morphing
--- bumpmapping
--- ???

- Debugging techniques
--- basics
--- defensive programming
--- tips and tricks
--- Using the many cool features of the VC++ 6.0 and .NET debuggers
--- remote debugging
--- debugging when all you have is a crash address

- developing/marketing software on the internet
--- hosts and websites
--- marketing
--- implementing registration codes
--- automating payments and registration
--- anti-piracy ideas
--- installers
--- providing updates/patches

- something else?

Anyways, those are just some ideas. I've already started the MFC screen saver series, but I can easily put that aside if something else is going to be more beneficial for lots of people. Let me know.

Brian


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[This message has been edited by BrianT (edited May 06, 2003).]

ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
cool

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Fight(as in overkill) the Good Fight of Faith...

Klumsy

Administrator

Posts: 1061
From: Port Angeles, WA, USA
Registered: 10-25-2001
put them all together and you will have enough material to write a book.

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Karl /GODCENTRIC
Visionary Media
the creative submitted to the divine.
Husband of my amazing wife Aleshia
Klumsy@xtra.co.nz

Briant

Member

Posts: 742
From: Stony Plain, Alberta, Canada
Registered: 01-20-2001
quote:
Originally posted by klumsy:
put them all together and you will have enough material to write a book.

Now THERE'S an idea!

Most of the articles wouldn't be too long, and wouldn't be done too quickly either.

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CobraA1

Member

Posts: 926
From: MN
Registered: 02-19-2001
I would like to see some articles in your "developing/marketing software on the internet" topic - that'll be my biggest obstacle once I've written a decent program.

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There are only 10 types of people - those who understand binary, and those who don't.

nfektious
Member

Posts: 408
From:
Registered: 10-25-2002
D. All of the above.

AmazingJas

Member

Posts: 437
From: Sydney, NSW, AUSTRALIA
Registered: 04-03-2003
You know, I've not seen a book at my bookstore on "Creating a Windows Screensaver with <insert free C++ compiler name here>", if I had, I'd certainly have given it a look! Bundle the compiler with it, and voila!When you're all done, I would love to edit it for you and seek publication?

Aside from that, I think a good article on setting up Directx with various compilers would be a good idea, and an excellent starting point because if people can't get this sorted, the rest would be meaningless. The novice (self included) takes an age to work out how to install directx SDK's. Just a thought.
In any case, thanks very much for your generosity!

Krylar

Administrator

Posts: 502
From: MD, USA
Registered: 03-05-2001
BrianT: Wow! That's quite a list...erm...queue...erm, no, uh...stack! dang. :P

Not to sway you from doing it, but think it through on the publication angle because I've been down that road already. If you want to publish it into a book, you may not want to publish it all for free here. A potential publisher would see that as diminished value for your book. Of course, if the series is popular enough, we may be able to do a "collection of CCN articles" on book. I *may* be able to help get publication for that, if there's enough interest in it.

All: I'm planning on doing stuff on WinSock for multiplayer and such (using C/C++). I don't much like DirectPlay, personally, but I may hop into that as well if the promoised new rev is as good as they say.

-Krylar

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BKewl

Member

Posts: 144
From: St. Charles, MO, USA
Registered: 07-10-2002
Add my vote for the debugging stuff. Sounds like some advanced stuff that would really be useful for DX/OGL programming where you have no clue why it's crashing...
Briant

Member

Posts: 742
From: Stony Plain, Alberta, Canada
Registered: 01-20-2001
Great, thanks for the feedback. For now I'll continue with the screen saver stuff (and I'll try to provide what would change to do with with free compilers like gcc or Borland's), and then deal with debugging and marketing - those two topics would be logical next-steps anyways, because debugging screen savers can be difficult (because they run full screen, so you can't easily step through your code) and because once you have one finished, you'll want to sell it and make some cash! (Yes, shareware screen savers actually CAN MAKE MONEY, I'm not joking).

I'm really not interested in going the publication route. But I don't mind writing articles here and there. A CCN collection may be a good idea eventually, even without a formal book publication. If there was enough articles and code, even just organizing it and putting it all on a CD for $10 or whatever would be awesome.

And yes Krylar, a Winsock article would be awesome. I did some low-level TCP/IP programming several years ago (Unix, DOS and Windows 3.1(!)), and I'd like to get back into it, and see how much easier it is these days. And avoiding DirectPlay would be beneficial for several reasons.

Brian

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Krylar

Administrator

Posts: 502
From: MD, USA
Registered: 03-05-2001
quote:

And avoiding DirectPlay would be beneficial for several reasons

I'd agree with that. However, word on the street is that there's a new rev that supports MMPOG architecture. It'll probably stink for the first few revs, but it may eventually prove interesting. I think the primary problem with all DirectX libs, though, is that they're not exactly developer friendly...to convoluted for my taste. I know they're not way difficult to figure out, but why do you gotta "figure them out" at all? Make them EASY and people will gravitate. That's why there are so many wrapper programs out there to interface for you. Silly, if ya ask me.

Okay, done ranting :P

-Krylar

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Wacko4X

Member

Posts: 92
From: Bellvue, WA, USA
Registered: 08-21-2002
Personally I would like any sort of "basic" walkthrough, such as just giving you the layout of C++ and so that people (like me) can eisily begin to understand C++. I have heard it is simmilar to Java. So yah.... Make a begginners thing.... just for all the begginners who dont necesarilly know nothing about programming but for people who just dont know the commands and junk... just some thoughts
WaCkO
GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
DX9 HLSL and Cg

I'm sure many would appreciate that.

Briant

Member

Posts: 742
From: Stony Plain, Alberta, Canada
Registered: 01-20-2001
quote:
Originally posted by GUMP:
DX9 HLSL and Cg
I'm sure many would appreciate that.

I'm not so sure. I think there's not many here that know what HLSL and Cg are, let alone are at a place where they would use them. But maybe after we have some simple stuff covered, we can look at things like shading languages. HLSL would probably be more useful - isn't Cg still restricted to nVidia hardware? I can't remember.

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nfektious
Member

Posts: 408
From:
Registered: 10-25-2002
On Cg:
How is this used? That is, can it be included in C++ code? I'm curious about the advantages of Cg even if it is restricted to nvidia stuff. Optimised graphics code is a plus - if it can be used the way I hope it can.

On HLSL:
I'm guessing High Level Scripting Language. I've never delved into scripting (yet) but any scripting info is good info imho :P

~n

Briant

Member

Posts: 742
From: Stony Plain, Alberta, Canada
Registered: 01-20-2001
quote:
Originally posted by nfektious:
On Cg:
How is this used? That is, can it be included in C++ code? I'm curious about the advantages of Cg even if it is restricted to nvidia stuff. Optimised graphics code is a plus - if it can be used the way I hope it can.

I don't know much. Although it's totally amazing, I haven't bothered looking in to it in detail because I'm nowhere near the place where I could begin to take advantage of it. Check out http://www.nvidia.com/view.asp?IO=cg and http://developer.nvidia.com/view.asp?PAGE=cg_main if you're interested.

quote:

On HLSL:
I'm guessing High Level Scripting Language. I've never delved into scripting (yet) but any scripting info is good info imho :P

Close. HLSL is High Level Shading Language. Sort of Microsoft's answer to Cg. It's in DirectX 9.0. Wait until OpenGL 2.0 is out, then you'll have three choices to make us wish we had enough 3D experience to use them. :P

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GUMP

Member

Posts: 1335
From: Melbourne, FL USA
Registered: 11-09-2002
Cg and HLSL are syntax compatible since Nvidia and Microsoft worked together to produce the two; they may diverage in the future. Cg will output stuff that runs faster on Nvidia cards and will use certain features not supported by DX when compiled for OpenGL. There are more differences but I can't remember much about them at the moment. One huge difference is that Cg can compile to OpenGL 1.4 while HLSL is limited to DX only.

GLSlang will come out with OpenGL 2.0.