Author Topic: Which API and what VC++ to choose?  (Read 8242 times)

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Offline marlon

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Which API and what VC++ to choose?
« on: February 12, 2012 »
Hello again..

I am running Windows 7 here..
Which API and VC++ would you recommend to use for 2d/3d?


-Marlon Bodhi

Offline LittleWhite

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Re: Which API and what VC++ to choose?
« Reply #1 on: February 12, 2012 »
Depends on what you want.

2D: SDL / SFML / Allegro / XNA (C#)
3D: OpenGL / DirectX / OpenSceneGraph / Ogre / XNA (C#)

Too many choices :)
Try to precise what you really want to do.

After the version of Visual Studio does not matter a lot (apart if you want support of C++11). I prefer 2005 to 2008 to 2010 :D
(I really hate 2010 in fact).
And, I advice to use Visual Assist Plugin (does not work on 2010)
The demoscene will never die, never!

Offline hellfire

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Re: Which API and what VC++ to choose?
« Reply #2 on: February 12, 2012 »
And, I advice to use Visual Assist Plugin (does not work on 2010)
Of course it does. It doesn't support the express edition, though.
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Offline LittleWhite

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Re: Which API and what VC++ to choose?
« Reply #3 on: February 12, 2012 »
Ah, I should maybe update it ...
The demoscene will never die, never!

Offline marlon

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Re: Which API and what VC++ to choose?
« Reply #4 on: February 12, 2012 »
I would like to make some kind of old school intro with some combined 2d and 3d..
When done on PC I would like to hopefully convert it to Android too.. 

I had VC5 and VC6 once..
Do they work on the Windows 7 as well?

-Marlon Bodhi


Offline Jim

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Re: Which API and what VC++ to choose?
« Reply #5 on: February 13, 2012 »
Well, VC5 and VC6 are prehistoric by now, but of course the latest versions of visual studio run on Windows 7.

Remember, converting to Android probably means you will have to re-write in Java, and iPhone you'd need to re-write in Objective C.

Jim
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Offline staticgerbil

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Re: Which API and what VC++ to choose?
« Reply #6 on: February 13, 2012 »
2D: SDL / SFML / Allegro / XNA (C#)
3D: OpenGL / DirectX / OpenSceneGraph / Ogre / XNA (C#)

Even if you do 3D I would highly recommend using SDL, it takes away a lot of the nasty OpenGL setup :D

Remember, converting to Android probably means you will have to re-write in Java, and iPhone you'd need to re-write in Objective C.

My current game engine is written mostly in c/c++ and works fine on iOS and Android with the same code.
You do need to write a wrapper class that creates your c++ object and calls it's functions, but that code can be re-used for all of your projects, so it's only a pain the first time :)

I basically have a Game class (c++) and the wrapper (java for Android, obj-c for iOS) create a Game and then call it's Game->Update() and Game->Render().

The wrapper does have to handle all of the input and pass that through to the c++ object, so any touch events, etc. will have to be captured in your wrapper and passed through to your c++ class.

Offline marlon

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Re: Which API and what VC++ to choose?
« Reply #7 on: February 13, 2012 »
Now I have tried using MoSync for an example for Android..
It supports C aswell.. But I got some weird graphic error when doing some 3d on the SGS2 and SGS1..

Basically I draw a cube and render that to an offscreen..
Then I take that offscreen and use it as a texture on semi-transparent cube..
The weird thing is that when its running on the sgs1 = no problems!
When on sgs2..  lots of glitches like the texture is messed up here and there..  =(


-Marlon Bodhi.

Offline marlon

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Re: Which API and what VC++ to choose?
« Reply #8 on: February 14, 2012 »
which Visual Studio is the latest ?

Offline staticgerbil

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Re: Which API and what VC++ to choose?
« Reply #9 on: February 14, 2012 »
I think 2010 is still the current Visual Studio.
http://www.microsoft.com/visualstudio/en-us

How did you find MoSync?  I've seen it mentioned but never really had a proper look at it.

Any chance you could get a picture of the cube on the SGS1 and on the SGS2?  If we can see the differences we might be able to tell what's going wrong.

Which version of Android is on the SGS1?  I think they came with either 2.1 or 2.2

Do you know if it's using GLES 1 or 2?

Offline marlon

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Re: Which API and what VC++ to choose?
« Reply #10 on: February 14, 2012 »
I found MoSync at www.mosync.com

About screenshots I can only get from SGS1. My SGS2 broke when I fell down the stairs.. =(

Offline marlon

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Re: Which API and what VC++ to choose?
« Reply #11 on: February 16, 2012 »
Wow..  Now I have installed Visual Studio 2010
Its huge now.. So many things included I properly never are going to use!   =(
I miss my VC5 and VC6.. this looks way to big for me..
Being a graphician who just want to code some small stuff this feels like getting to a BIG project before even setting up a screen..

Does anyone have a small OpenGL project that shows a single triangle in FullScreen mode without using GLaux and a bunch of other stuff...?
It would really help me get started here   =)


-Marlon Bodhi
« Last Edit: February 16, 2012 by marlon »

Offline Raizor

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Re: Which API and what VC++ to choose?
« Reply #12 on: February 16, 2012 »
Might be worth checking out IQ's 64k intro framework. That's what I used as a base for my projects. It's OpenGL based and the basic example should get you going.
raizor

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Offline ekoli

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Re: Which API and what VC++ to choose?
« Reply #13 on: February 21, 2012 »
MoSync you say.. nice! I hope I can help you with questions about since it's the product which I have been working on for the last four years. :) I guess questions are good to ask over at our forum at www.mosync.com or on our freenode channel #mosync. We have made a lot of OpenGL tests in-house and they work really well so I guess we can help if you want, seeing demosceners ( at least this used to be a demoscene forum when I created my account :D ) sitting around and using MoSync makes me really happy, and then I wanna help! :)