[gameprogrammer] Re: Open gl & directx
- From: "Gautam Narain" <gautam_n_@xxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Thu, 23 Jun 2005 15:26:45 +0530
Hi,
Sorry to butt in but doesn't the delphi site have quite a load of OpenGL
programs. Some amazing stuffs done in delphi in there. In the end the
language does not matter, because the skills gained in making a game apply
to almost any language. In the end you need to know your math. That is
unavoidable.
Gautam
----- Original Message -----
From: "Josh Stewart" <aek@xxxxxxxxx>
To: <gameprogrammer@xxxxxxxxxxxxx>
Sent: Wednesday, June 22, 2005 6:53 PM
Subject: [gameprogrammer] Re: Open gl & directx
> It is also important to get a solid understanding of the maths behind
the
> graphics and physics modelling as well. Perhaps there is a postgraduate
> diploma you can do at your local university.
> If you understand the fundamentals, then you should have few problems
> switching between the two.
> Also I think you will need a bachelors degree in software
> engineering/computer science these days (if you dont already), unless
you
> are some super guru that taught himself everything.
>
> If you decide to go with opengl, you should look into the GLUT library
to
> provide you with some useful additional tools that are essential to get
> straight into graphics programming, including window managment, device
IO,
> fonts, basic objects, callbacks, timers etc. If you want to do sound and
> stuff as well, there is the more advanced SDL.
>
> DirectX does all of that stuff for you, but it is specific to
> windows/xbox.
>
> Personally I have done 1 project with DirectX (2D using direct input,
> direct draw, fmod)
> and I have done 1 project with OpenGL (3D, using GLUT and behaviour
> modelling)
>
> I think it was alot easier to jump right into OpenGL.
> DirectX can be very powerful, but it was a pain to get started because I
> didnt have a windows programming background and had to handle my own
> events, setup windows etc, where as something like GLUT for opengl can
do
> this messy work for you :)
>
> Your goals should not just be to master the library functions/syntax
> (which may apear daunting at first), but to get a better understanding
of
> the maths, and physics behind graphics programming and to also develop
> good modular designed code, that is reusable and maintainable, and is
also
> efficient.
>
> You can start with Delphi, but all schools and alot of tutorials online
I
> think would be a mixure of C/C++
> If you want to make triple A titles like need for speed, working for a
big
> games development house (and not just out of your garage) then you will
> need advanced C++ skills.
>
> There is lots of info on the net about game development careers. Also
lots
> of info for hobby game developers / garage developers..
>
> --Josh
------------------------------
End of gameprogrammer Digest V2 #90
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- [gameprogrammer] Re: Open gl & directx
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- » [gameprogrammer] Re: Open gl & directx
- » [gameprogrammer] Re: Open gl & directx
- » [gameprogrammer] Re: Open gl & directx
- » [gameprogrammer] Re: Open gl & directx
- » [gameprogrammer] Re: Open gl & directx
- » [gameprogrammer] Re: Open gl & directx
- » [gameprogrammer] Re: Open gl & directx
----- Original Message ----- From: "Josh Stewart" <aek@xxxxxxxxx> To: <gameprogrammer@xxxxxxxxxxxxx> Sent: Wednesday, June 22, 2005 6:53 PM Subject: [gameprogrammer] Re: Open gl & directx
> It is also important to get a solid understanding of the maths behind the
> graphics and physics modelling as well. Perhaps there is a postgraduate
> diploma you can do at your local university.
> If you understand the fundamentals, then you should have few problems
> switching between the two.
> Also I think you will need a bachelors degree in software
> engineering/computer science these days (if you dont already), unless you
> are some super guru that taught himself everything.
>
> If you decide to go with opengl, you should look into the GLUT library to
> provide you with some useful additional tools that are essential to get
> straight into graphics programming, including window managment, device IO,
> fonts, basic objects, callbacks, timers etc. If you want to do sound and
> stuff as well, there is the more advanced SDL.
>
> DirectX does all of that stuff for you, but it is specific to
> windows/xbox.
>
> Personally I have done 1 project with DirectX (2D using direct input,
> direct draw, fmod)
> and I have done 1 project with OpenGL (3D, using GLUT and behaviour
> modelling)
>
> I think it was alot easier to jump right into OpenGL.
> DirectX can be very powerful, but it was a pain to get started because I
> didnt have a windows programming background and had to handle my own
> events, setup windows etc, where as something like GLUT for opengl can do
> this messy work for you :)
>
> Your goals should not just be to master the library functions/syntax
> (which may apear daunting at first), but to get a better understanding of
> the maths, and physics behind graphics programming and to also develop
> good modular designed code, that is reusable and maintainable, and is also
> efficient.
>
> You can start with Delphi, but all schools and alot of tutorials online I
> think would be a mixure of C/C++
> If you want to make triple A titles like need for speed, working for a big
> games development house (and not just out of your garage) then you will
> need advanced C++ skills.
>
> There is lots of info on the net about game development careers. Also lots
> of info for hobby game developers / garage developers..
>
> --Josh
------------------------------
End of gameprogrammer Digest V2 #90 ***********************************
- [gameprogrammer] Re: Open gl & directx
- From: Alan Wolfe