Dark Bit Factory & Gravity

PROGRAMMING => General coding questions => Topic started by: C3lt1c on April 22, 2012

Title: A question to all coders
Post by: C3lt1c on April 22, 2012
Hi my friends ...

I had to ask some of you ...

I would be interested once programmed the way in which you your demos and intros.


-Do you use your own engines or Libs?
-D3D or OpenGL?
-Old-school coding algorithms with pixel by pixel.

I am a friendly method of pixel although it certainly now and then would be easier with OpenGL coding :) I love old school XD

Greetz C3lt1c (Sorry for my bad english)
Title: Re: A question to all coders
Post by: combatking0 on April 22, 2012
There is a wide range of coders here, but I reckon you will get lots of help with OpenGL questions here.

We do have coders with experience in other systems too, so you'll find no shortage of help.
Title: Re: A question to all coders
Post by: jace_stknights on April 23, 2012
It depends of what you want to do :D

For myself I'm using PureBasic and its own commands (wich are D3D translated when compiled) for all remakes I've done. It is really nice and let me doing quick coding. I didn't find anything better for the moment (sorry guys  ;D )

But of you are a good C coder, you should give a try to OpenGl...
Title: Re: A question to all coders
Post by: Shockwave on April 23, 2012
I tend to use the method that suits the job I'm doing.. It I want loads of textured geometry I'll favour opengl, if I'm making something simple or oldschool I'll do it pixel by pixel :)
Title: Re: A question to all coders
Post by: Pot Noodle on April 26, 2012
I am just starting out with PureBasic, But have a history with Visual Basic and I like to keep things simple
buy using the standard command set, but if there is no way then I will resort to API or Opengl if need be.
Title: Re: A question to all coders
Post by: Raizor on April 26, 2012
Pretty much all OpenGL for me these days. Keep meaning to dip into Direct3D too, but haven't had time yet.
Title: Re: A question to all coders
Post by: Canopy on April 27, 2012

on windows i did use directdraw for old school framebuffer access with my own line routines and the like however with my planned new stuff

- i'll be writing a framework/engine/helper functions for my apps/effects that'll be common whenever it won't impact performance, and to aid with things like input, loading of files across projects

- sticking to opengl es 2 even on windows. because some of my apps will be controllable and i hope to port them to rapsberry pi, and a suitable tablet down the line as well.

opengl = portable