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Win32 for Game Development

Posted: Mon Jan 04, 2010 10:47 am
by Lord Pingas
Yo. 8-)
This is a straight forward question so I wanted to make it a little longer with another few questions afterwards.

I was wondering what you guys and girls think about using Win32 to make games, or should I just stick with a 2d library like SDL. I think while learning Win32, I will learn a little bit about computers as well as making games. :)

And the other side questions. Falco said in some of his videos that he was working on the "low level" parts in his engine, I mean is he using some Assembly in it or something? I don't really get it when it comes to game console programming... Is it different from programming games on the PC? What exactly does it mean to interact with the game console harware?

Anyway, thanks for the answers I might get back.

Re: Win32 for Game Development

Posted: Mon Jan 04, 2010 11:14 am
by thbp
well i can answer the bottom one the best of my knowledge, I think he is wrting low level interactions in C/++ (wich can be done) but with the other question i think it's better to rite games in SDL (no expereince in games) but i read (READ) somewhere win32 is not suited good for games

consoles need there own library to interface with different hardwar (controller input) and the ram/storage and stuff like that are different

Re: Win32 for Game Development

Posted: Mon Jan 04, 2010 11:38 am
by Lord Pingas
First of all, I would like to say I am delighted with the quick and polite responses I get on this forum.

Secondly, I think I understand a little better than before... To interact with other pieces of hardware (Such as game consoles) you must use the API that comes with it, such as the KOS library for the Dreamcast, the PSP SDK for the PSP, or simply the SDL library for the PC. But pros, in this case Falco are using more lower level interactions to go far beyond the KOS library and interact with the Dreamcast hardware much more in depth. The more you understand about computers, hardware and the low level part of programming, the better.
Please reply if this is a more or less correct way of saying it.

Thirdly, thanks :)

Re: Win32 for Game Development

Posted: Mon Jan 04, 2010 11:47 am
by Trask
Lord Pingas wrote:First of all, I would like to say I am delighted with the quick and polite responses I get on this forum.

Secondly, I think I understand a little better than before... To interact with other pieces of hardware (Such as game consoles) you must use the API that comes with it, such as the KOS library for the Dreamcast, the PSP SDK for the PSP, or simply the SDL library for the PC. But pros, in this case Falco are using more lower level interactions to go far beyond the KOS library and interact with the Dreamcast hardware much more in depth. The more you understand about computers, hardware and the low level part of programming, the better.
Please reply if this is a more or less correct way of saying it.

Thirdly, thanks :)

Falco and his team are probably doing some sick Nazi-scientist style things with the DC hardware at this point that probably goes deeper than the standard KOS Lib does, but they're still using it and highly recommend others to do so as well.

As much as I'd love to be as hardcore as the people who cook up these homebrew API's for consoles, I personally would like to gain an understanding of how they did what they did, but at the same time just be grateful that they exist and use them to create games without recreating the wheel.

Re: Win32 for Game Development

Posted: Mon Jan 04, 2010 11:52 am
by Lord Pingas
Trask wrote:Falco and his team are probably doing some sick Nazi-scientist style things with the DC hardware at this point that probably goes deeper than the standard KOS Lib does, but they're still using it and highly recommend others to do so as well.
I know, they must be cooking up some crazy shit. I mean no updates in 6 months! :shock2:
World domination anyone?

Re: Win32 for Game Development

Posted: Mon Jan 04, 2010 11:53 am
by alyosha
I think documentation comes with each piece of hardware .. so I'm guessing if you study it well- with some basic low level programming you can achieve better results by either modifying existing library or writing your own.

Re: Win32 for Game Development

Posted: Wed Jan 06, 2010 2:57 pm
by Lord Pingas
Lord Pingas wrote:
Trask wrote:Falco and his team are probably doing some sick Nazi-scientist style things with the DC hardware at this point that probably goes deeper than the standard KOS Lib does, but they're still using it and highly recommend others to do so as well.
I know, they must be cooking up some crazy shit. I mean no updates in 6 months! :shock2:
World domination anyone?
Make that 7 months.

Re: Win32 for Game Development

Posted: Wed Jan 06, 2010 10:27 pm
by short
Lord Pingas wrote:
Lord Pingas wrote:
Trask wrote:Falco and his team are probably doing some sick Nazi-scientist style things with the DC hardware at this point that probably goes deeper than the standard KOS Lib does, but they're still using it and highly recommend others to do so as well.
I know, they must be cooking up some crazy shit. I mean no updates in 6 months! :shock2:
World domination anyone?
Make that 7 months.
No offense, and I don't mean to be a dick but if I wanted I could spam to get my post count higher as well. There is an edit button...........

Re: Win32 for Game Development

Posted: Thu Jan 07, 2010 3:20 pm
by Lord Pingas
Sorry about that. Will use the edit button in the future :cry:
But I guess it was to increase the post count, but I don't want to spam to make it higher... That's plan B :mrgreen:

Re: Win32 for Game Development

Posted: Thu Jan 07, 2010 8:01 pm
by dandymcgee
short wrote: No offense, and I don't mean to be a dick but if I wanted I could spam to get my post count higher as well. There is an edit button...........
Hate to break it to you, but you just did. ;)

To answer your original question Lord Pingas, I don't think that there is anything wrong with Win32 programming, but it certainly requires more effort to get things up and running. Once you do that though, you've got much more control over your window than with SDL. Obviously if planning to port to a console, Win32 is a huge no-no.

Re: Win32 for Game Development

Posted: Fri Jan 08, 2010 12:15 pm
by Lord Pingas
dandymcgee wrote: To answer your original question Lord Pingas, I don't think that there is anything wrong with Win32 programming, but it certainly requires more effort to get things up and running. Once you do that though, you've got much more control over your window than with SDL. Obviously if planning to port to a console, Win32 is a huge no-no.
Thanks! Thats just the answer I was hoping for! :)

I think I will have to learn Win32 another time, but I think SDL seems like my best choice for game development.

I don't plan on programming games on a game console just yet. I will learn a bit more about developing games for the PC before even being worthy enough to develop on such complicated hardware, not to mention I don't really know shit about computers or hardware yet which is something I will have to learn once I have finished the last pages of my C++ book.

Anyway, thanks again! :mrgreen: