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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]Re: Developing Games under Linux
- To: tlug@example.com
- Subject: Re: Developing Games under Linux
- From: turnbull@example.com (Stephen J. Turnbull)
- Date: Thu, 11 Jan 96 14:19 JST
- In-Reply-To: <Pine.3.88.9601101943.A9018-0100000@example.com> (message from Norihide Kise on Wed, 10 Jan 1996 19:22:11 -0600 (CST))
- Reply-To: tlug@example.com
- Sender: owner-tlug@example.com
I wrote: > One possibility for games under Linux is to use the LIBGRX package > that comes with DJGPP (DJ Delorie's port of GCC to DOS; uses the GO32 > DOS extender that he wrote). LIBGRX is an excellent fast graphics > package for use with DJGPP, and supposedly is being ported to the > Linux environment. DJGPP is not as good for writing games as some of > the DOS environments (in particular Watcom and Turbo C both usually > produce smaller and faster executables), but it usually is close in > both size and speed to the best that the commercial compilers can do. > > I don't know what the status of the Linux port is. > > The DJGPP version of Ghostscript running under DESQview/X 2.1 is quite > competitive with the Linux versions running on XFree86 3.1. >>>>> and "Kise" == Norihide Kise <s100234@example.com> replies: Kise> Thank you much for telling me very valuable information. Is Kise> there any dedicated book which describes how to develop Kise> games under Linux? In the U.S. there are more than a dozen Kise> of books which explain how to program computer games under Kise> DOS and Windows 3.1/95, but I've never seen similar books Kise> for Linux. If anyone knows such a book, please let me know. I would guess that techniques for Windows would work fairly well under X, but the functions you need to call are different, and that basic techniques for DOS using grphics libraries such as Zortech/Symantec FlashGraphics or Borland's BGI should work with libsvga under Linux. But remember that under DOS or Windows you can grab direct access to the screen (yes, you can address the screen directly under most implementations of DPMI 0.9; AFAIK only Linux DOSemu's DPMI does not permit this). I don't know how you would go about getting direct access to the graphics screen or card accelerator functions under Linux. I've looked at several graphics (not games) programming books for DOS, and the quality is extremely uneven. I would imagine that the games literature is the same. In general, my feeling is that "how to" books are generally best used for kindling or toilet paper. They can't help you with design, not very much anyway, and beyond the basic principles of implementation, a lot of what makes a good game great is going to be hardware-specific: the closer you can get to the common hardware, the faster and slicker those implementations are going to be. But most of the books don't go beyond very basic cookbook approaches to direct screen writes. Probably the best place to start is to look at the implementation of libsvga; the source is available. The implementation of the XFree86 servers for the various cards would be an even better source for learning about graphics programming, but this is going to be a huge piece of code, and I don't know how easy it will be to find the games-relevant portions. Note that font-handling code is likely to be somewhat similar to sprite-handling code; similar analogies probably abound. DOSemu might also have some useful techniques; I don't know. If I were going to book up on game techniques, I would probably get whatever book was recommended as best across all the systems (Mac, Windowze, Linux, DOS, X); the techniques aren't that different so it doesn't matter if it's not the one I'm actually going to use. Then I would look at industrial-strength graphics code, such as an X server, to learn the graphics techniques relevant to my hardware/OS environment. Then (to the extent that code was public domain) I would specialize it to my application. Note that if you want to write commercial games, you need to be careful about this approach; you may not legally be able to keep your source code private if you are using GPL code as an example. [Any comments from the professionals in the peanut gallery---the ones who got bcc'd to protect the guilty, you know who you are, and you know you are guilty!---are welcome.] -- Stephen J. Turnbull Institute of Socio-Economic Planning Yaseppochi-Gumi University of Tsukuba http://turnbull.sk.tsukuba.ac.jp/ Tennodai 1-1-1, Tsukuba, 305 JAPAN turnbull@example.com
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