MFC or WinAPI knowledge for game development?
I want to get a firm grasp of windows programming before I vault into the realm of game design. My question is: Should I learn windows programming via the MFC or should I just get a good book about the windows native API? Does one hold an advantage over the other when coming from a game designer''s perspective? If it makes a difference, I think I would like to begin with DirectX.
Oh yeah, one last thing. Is there a better first gaming book to purchase than "Tricks of the Windows Game Programming Gurus"? If so, let me know because that''s the one I am planning on getting.
Thanks in advance.
I would say go with the win api, but don''t bother getting a book about it. There is very little you really need to do with generic win API stuff, and I''m sure most game programming 101 books would have a quick tutorial anyway.
You should try the CDX class library for DirectX though, much quicker and easier than straight directx. Free and open source.
(www.cdx.sk)
Jack
You should try the CDX class library for DirectX though, much quicker and easier than straight directx. Free and open source.
(www.cdx.sk)
Jack
Generally use the Windows API for the game itself, and mfc for tools and editors. Most examples you see of windows games are done in windows api, and most have custom interfaces (for portability and creativity sake) and dont require much interface programming (what mfc is for). For the most part, windows api game programming for most people (who just need a window and some simple input operations) is just a copy/paste/tweak operation from old code resources. My advice to you though is if you want to get into game programming, focus on game programming, dont let windows be a higher priority.
cmaker- I do not make clones.
Thanks for the info guys. It seems obvious that focusing on Windows programming is not the way to go.
My second question is still open to opinion, though. Does anyone have a better first book on game programming and design than LaMothe''s? Thanks for thoughts on that.
Also, does LaMothe''s book cover DirectX? If so, what version? It isn''t outdated yet since the release of DX8 is it?
By the way, thanks for the link the the CDX class libraries, JackNathan.
My second question is still open to opinion, though. Does anyone have a better first book on game programming and design than LaMothe''s? Thanks for thoughts on that.
Also, does LaMothe''s book cover DirectX? If so, what version? It isn''t outdated yet since the release of DX8 is it?
By the way, thanks for the link the the CDX class libraries, JackNathan.
Totwgpg is the best book (in my opinion) to buy on learning 2D game programming. It is a great book to start out with.
He covers:
Game history
Windows API programming (API is used mostly for setting up the game window, not MFC)
Direct X 6.0 (it is a barely older version, but that doesn''t matter. Newer versions are not much more advanced for what you will be doing, and its compatible with 8.0)
Game AI & Physics
Some overview of game art and sound tools
lots of fun!
Get the book, trust me, no game programmer should be without it! Hope I helped
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"I am 17 and on medicare..."
He covers:
Game history
Windows API programming (API is used mostly for setting up the game window, not MFC)
Direct X 6.0 (it is a barely older version, but that doesn''t matter. Newer versions are not much more advanced for what you will be doing, and its compatible with 8.0)
Game AI & Physics
Some overview of game art and sound tools
lots of fun!
Get the book, trust me, no game programmer should be without it! Hope I helped
---------------------------------------
"I am 17 and on medicare..."
Don''t say that focusing on windows is not important-- you will be much less frustrated if you know what''s going on when you create your window for your game. I speak from experience
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"I am 17 and on medicare..."
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"I am 17 and on medicare..."
quote: Original post by Konrad
Don''t say that focusing on windows is not important-- you will be much less frustrated if you know what''s going on when you create your window for your game. I speak from experience
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"I am 17 and on medicare..."
Windows is only important when its important, it shouldn''t be important for no reason at all. Learning windows programming never ends; it goes go on and on and on. And he''ll only know where to stop when he knows what he has to do.
cmaker- I do not make clones.
quote: Original post by kharris
Thanks for the info guys. It seems obvious that focusing on Windows programming is not the way to go.
Nope, it depends on the circumstances. Knowing Win32 well will help you get a tools programmer job at just about any games company, if they''re intelligent enough to realize they need one.
These tend to be the companies that have shipped a lot of games; companies that realize an integral part of success is having great tools.
Knowing Win32 got me a job. A much better one than I would have obtained having gone through the traditional junior programmer position.
MSN
Alright, now I am a little vague as to what everyone is referring to when they say "tools". What types of things fit under the blanket of tools? Level editors and stuff?
Thanks
Thanks
All games need data of some sort, and often each game needs specific types of data because they do things in different ways. To get this information, you need software to generate it.
Level editors are a good example, although there are several existing ones, you might not find one that does exactly what you want.
You might also want to write a few of your own tools to order sprites on bitmaps, create pak files, organise sound tables, lookup tables, collision maps, character details and so on.
Using Visual Basic, or C++ with MFC are probably the best two ways to do this (and possible Delphi - before I get flamed to death by Pascal lovers). I''d go with the MFC option because you will be coding in C++, and if your game is in C++ then it will fit in nicer with development, but at the end of the day it doesn''t really matter.
Level editors are a good example, although there are several existing ones, you might not find one that does exactly what you want.
You might also want to write a few of your own tools to order sprites on bitmaps, create pak files, organise sound tables, lookup tables, collision maps, character details and so on.
Using Visual Basic, or C++ with MFC are probably the best two ways to do this (and possible Delphi - before I get flamed to death by Pascal lovers). I''d go with the MFC option because you will be coding in C++, and if your game is in C++ then it will fit in nicer with development, but at the end of the day it doesn''t really matter.
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