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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: Norihide Kise <s100234@example.com>
- Date: Thu, 11 Jan 1996 20:10:49 -0600 (CST)
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- In-Reply-To: <m0taFPo-0004RFC@example.com>
- Reply-To: tlug@example.com
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On Thu, 11 Jan 1996, Stephen J. Turnbull 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. OK. The program sounds great, but often I have to go down to deep assembly level to gain more control and speed. My question is that is the graphic package you mentioned good enough for high-speed graphics? Also, is there an assembler for Linux? I have programmed in MASM. > >>>>> 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. How about the new API, "Win G?" I think that it is designed specially for writing games under Windows 95 if my memory is correct. Also, is there any book which describes all the major APIs for 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 don't know much about direct access to the screen, but should I avoid accessing the screen directly if it's possible? Doesn't the program become so portable? > 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. I don't know much about you, perhaps you might be a programming guru??, but I find some 'how-to' books quite useful. I'm basically a software guy when it comes to hardware stuff, it's quite difficult to understand. This is one of the reasons why I think some of the 'how-to' books are useful. By the way, have you seen the computer game programming book, "Computer Game Programming Gurus?" It's quite extensive. It contains more than 900 pages! > 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. Are you sure? I find that programming on the Mac is quite different from programming under DOS. The Mac is a *very easy* to use, but when it comes to programming, it's very difficult since it uses "event-driven" programming. Have you seen the books, "Inside Macintosh" from Apple? I find these books are difficult to read. Also, one more important programming aspects on the Mac is every Mac has its built-in-graphics routines, "QuickDraw." I think that the routines like that is quite Mac specific. > 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. Finally, there is one serious question I have to ask. Learnig these hardware/software stuff takes *a lot of time*, but do you consider that learning those stuff is going to get me a job in the near future? What I'd like to know is that am I wasting my time to learn not so marketable programming skillsor knowledge? For instance, if I learn some programming skills under Linux, and if I'm able to use that knowledge for other environments, it would be great, but if it doesn't, I'll have a serious problem. Before I invest lots of time, I have to know about this point. Sincerely,
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- From: turnbull@example.com (Stephen J. Turnbull)
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