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Gamedev Lounge 0010
Does it have any ristrictions? Can you use it to improve graphic quality outside of OpenGL and Direct X? (I'm a noob to DLLs, so this may sound like a stupid question... Ouch!)
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Anonymous Wrote:...the world is so much simpler if you just dont give a FUCK...
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What do you mean by "improve graphic quality"? DirectX and OpenGL are libraries for rendering things to your screen. How good those renders look depend entirely on the quality of your models and textures, and the usage of the rendering libraries. I think you're misunderstanding what DirectX and OpenGL are, as well as DLLs.
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Uhm, my point about OpenGL and DirextX was just an example of the interchangability feature of DLLs, '97.

Basically, a DLL is an EXE which cannot be executed by itself. Like an EXE file, a DLL can store code, data and resources (bitmaps, icons, fonts, whatever). An EXE program can load a DLL to get access to the code, data and resources stored within, whatever they may be. I think I explained the uses of them in my other post...
Thus: Whatever you can put into an EXE can be put into a DLL, but a DLL cannot run alone but is used by other programs.
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Wow. What a relief. Thanks guys. Smile
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Anonymous Wrote:...the world is so much simpler if you just dont give a FUCK...
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don't you hate it when you create a 3d game on one PC and, when you have to switch to a different house/PC, you get this?
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or this?
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me too.
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Looks like a fun game Tongue

Some kinda.... multidimensional polygonal puzzle-adventure?
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(06-07-2012, 11:46 PM)Thumbtacks Wrote: Looks like a fun game Tongue

Some kinda.... multidimensional polygonal puzzle-adventure?

nope, rail shooter. i was using a specific engine and decided to do something out of the norm for some graphical stuff. now i cant play it without a graphics card Tongue its all fixed and looks nice now, but i will miss playing it on this PC Sad
maybeishouldgetabettergraphicscardthen
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Hey, Alexmach, can you give me any pro modelling and rigging tips for 3DS MAX?
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Anonymous Wrote:...the world is so much simpler if you just dont give a FUCK...
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find me a programmer and we can make a game
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Thinking of you, 
wherever you are.
Not sure if this is the appropriate topic but I'd imagine so...

But anyway, do any of the programmers here use Code::Blocks and if so, why when the built exe is ran in the IDE does it become unable to locate resources that were otherwise in the same directory? I have no trouble with having it find things like images/music when I run it directly from the folder the build is deposited in, but when doing it in the IDE it's like the exe falls into a parallel dimension where only the DLLs can be located.

I'm also using SFML-2.0RC if this makes any difference.

Edit: Fixed it myself.
Project -> Properties -> Build targets -> [name of target] -> Execution working dir

Set it to the same directory as "output filename"'s
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I'm gonna try Unity out.

Has anyone here ever used it before?
pkkkkkkkkkkkkkkkkkkkkkkkkkkkkk
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I've been writing down my ideas for a game for years.
Planning on making it one day, how difficult would it be to program a game that is about as complete as 2D zelda games ie Minish Cap?
this is a sig


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(11-03-2012, 10:32 PM)Phantom K Wrote: I'm gonna try Unity out.

Has anyone here ever used it before?

I have. I was required to use it in a college course along with Maya.

It is a nice, easy to use program, especially for beginners. It come with a lot of pre-made particle effects and whatnot if I remember correctly... I haven't used it in a while.

I do remember that it was really easy to apply all the 3D objects I would make. I'm pretty sure you could drag and drop the file right into Unity, but I would just put my objects and textures into a folder in the project.

But I would definitely recommend it if you're new to it. Programming has never been my forte, so I never got super far with it, but I remember it being easy to get used to.
If you like gaming and nerd humor, check me out on YouTube! [/shamelessadvertising] 

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I need to try unity, too.
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(11-03-2012, 10:40 PM)Woppet* Wrote: I've been writing down my ideas for a game for years.
Planning on making it one day, how difficult would it be to program a game that is about as complete as 2D zelda games ie Minish Cap?

That depends on how much general programming experience you have and whether you use some game-specific IDE or creator or a general programming language (where you'd have to see what libraries and resources you can find to make life easier).

Let's say I've been on and off working on a Zelda clone for a few years, restarting the whole thing tons of times but whatevs and then I DIG.

Figures GameMaker, Stencyl, Unity and all that would be easier if you have not too much experience with programming. Otherwise, C# with XNA is said to be nice. I personally use Delphi Pascal with Andorra2D for graphics and Bass.DLL for sound, but I make all classes, interactions and collision checks et cetera myself.

No matter what, it definitely takes a lot of time, especially when it is your first project. Following games always benefit from your experience and you probably can reuse a lot of things (I took the main core of my Zelda clone for DIG and will probably take the main core of DIG once I get back to my Zelda clone as I have advanced it a lot since then).
I've been workin on DIG for over a year (while doing tons of other things, of course, it's not a full-time job) with a few week- and month-long breaks, but that's inevitable and since I'm constantly learning and improving, it happens that I rewrite certain code sections several times (when adding new mechanics that don't fit in seamlessly at first et cetera).
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