I started actually writing some code on my new experimental engine today. One of the things I want to do with this engine is write as little code myself as I have to. Also, I'd like to avoid using third party libraries for things Windows already does, like logging. A lot of people would use … Continue reading A successful day
I've decided to change tack with how I go about learning C++ and DirectX. I've been finding that going through exercises in a book gets more and more contrived, and I'd rather sink my teeth into something, so I'm going to write an engine from scratch. I don't know how much I'll write about it.
I've pondered, for a while, on the merits of me writing out every lesson I learn on my journey to become a game programmer, and I think that the HOWTO format is not going to be sustainable. So, from now on I'll be jotting down some notes, and some key points, but I'll be dispensing … Continue reading Learning DirectX and C++: Step 3, Timing and Text
In order to make the most simple use of DirectX we must set up the required infrastructure. This is as follows: A swap chain (at least two areas of memory, one for drawing into, one for displaying to the screen). A RenderTargetView (a reference to the area of memory from the swap chain for drawing … Continue reading Learning DirectX and C++: Step 2, Initialise DirectX
I planned, quite some time ago now, to start writing a series covering my journey, well I've finally gotten round to the first bit of it. Hopefully I'll write a bit more frequently than I have recently, but we'll see - I'm not making any promises. I've bought some books on C++ and DirectX and … Continue reading Learning C++ and DirectX: Step one, create a window.
In the previous post in my series on Portable C++ on Windows, Compilers and Command Lines, we walked through the steps required to set yourself up with a windows-based C++ development environment which doesn't rely on the Microsoft platform. We walked through getting set up with MinGW (GCC for Windows), MinGW-MSYS (BASH for Windows) and … Continue reading Portable C++ on Windows: Part 2 – Libraries
Danushka and I decided to start a new game engine, and this time portability and simplicity are our two major concerns. The portability is mainly because Danu wants to use linux, and I don't. Even if we were't going for portability, we would probably still try to use open tools like Eclipse CDT because the Eclipse … Continue reading Portable C++ on Windows: Part 1 – Compilers and Command Lines