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Mail Archives: djgpp/1998/08/01/04:33:03

Message-ID: <199808011034500220.0020D7D1@pogwizd.tcs.uni.wroc.pl>
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Date: Sat, 01 Aug 1998 10:34:50 +0200
From: "Pawel Kowalski" <pk AT tcs DOT uni DOT wroc DOT pl>
To: mattcorby AT exotrope DOT net, djgpp AT delorie DOT com
Subject: Re: DJ+Allegro & employment?
Mime-Version: 1.0

>I disagree a bit here.
>
>I do agree that you can't write a game worth selling by using a 3rd party graphics lib (at 
>least 
>none that i have seen, none have the flexibility).  But i disagree with the Visual C++ as being 
>nessicary for writing apps that sell.  What is true is that MOST people use something like 
>Visual 
>C++ or MS C++ or Watcom C++, but i believe that if you have the skills to write good code, 
>DJGPP 
>and RSXNTDJ are better.  For games, Windows 95 programming really doesn't make too much of a 
>difference, i think, even though most games made now do use win95.

Nowdays every second game requires hardware accelerator. Note, that most 3d API's are
ready-to-use with Visual C and Watcom C (sometimes also Borland C). For example DirectX.
It contains .lib & .lbw files for Visual C & Watcom C, and .lib files for Borland C.
So, to use DirectX with RSXNTDJ, you have to download special port of DirectX for RSXNTDJ.
To use OpenGL you'll need to download a port of OpenGL for RSXNTDJ. (If there is such...)

>So, Visual C++ is crap, in my opinion, and Windows 95 is a plus, but not nessicary for 
>comercial games, but you HAVE to write your own graphics routines.  There's no graphics lib out 
>there that has written just the write free-directional texture-mapped, bump-mapped, bla bla bla 
>routine that you need.

I think that most 3D API's have everything needed to write a good 3d game.
However I may be wrong... :)

Pawel Kowalski

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