Microsoft's Visual C++ seems to be the most popular compiler and that is what I use, but I haven't used the competitors so I cannot honestly say it is the best.
Good luck.
Microsoft's Visual C++ seems to be the most popular compiler and that is what I use, but I haven't used the competitors so I cannot honestly say it is the best.
Good luck.
If you are programming a game for Windows, you will end up using at least some of DirectX, such as DirectInput for mouse and keyboard input, DirectSound for sound effects, and DirectDraw for standard graphics operations. There is simply too much driver support and too few alternatives to ignore these parts of DirectX.
The decision to make between Direct3D and OpenGL is a widely debated choice, but it really doesn't matter. Try your luck with the easier of the DirectX APIs (DirectInput, DirectSound, DirectDraw) then see if you want to take the plunge or if you want to try something a little more logical and less convoluted, but with the same and/or greater power. *whisper* OpenGL *whisper* You might be able to see which I favor
- Splat
- Splat
Most games really only need TCP/IP communications, because the Internet is the number 1 option for multiplayer and LANs are number 2. Modem-to-modem action games suck, because one person has no lag and the other has 2x modem lag. IPX is dying, FAST. In fact, aside from the legacy Netware environments, I would hope you would all join me in a chant: DIE IPX DIE!
In any case, DirectPlay's abstraction of multiple mediums is great, but only when you need those other mediums, can't spend the time to write a nicer library, and can live with DirectPlay's many problems.
- Splat
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Former Microsoft XNA and Xbox MVP | Check out my blog for random ramblings on game development