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Programming language and Graphics engine
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Solinx
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« on: November 18, 2006, 02:42:21 pm »


Edit by 2playgames: the information below is obsolete


In the first weeks we had some discussion about which programming language and which graphics engine we should use.

This was the result:

Programming language:      C# with XNA
        Graphical Engine:      Microsoft XNA

Why did we pick these?

While there were two separate topics, the choice was made simultaneously. Both were chosen because they are easy to learn and to work with. Second point which applies to both is that it's meant to be used for games. Third is that, while XNA is relatively new, it's got the support from microsoft, which means it's quite reliable.

There are a few other reasons. If you want to read about them, and see the other options that were considered, head on to the original topics...

Links to the original topics:

Programming language
Graphical Engine


Resources

Links to information about the XNA framework

Wikipedia link
XNA at MSDN

Necessary programs

Microsoft Visual C# Studio - Express Edition
Microsoft XNA Game Studio Express (beta2)

Note: You need to install Visual C# Studio first

For those who want to learn C# from begin to end

Programming C# (2001) -- Complete book on C#, with focus on .NET

A few basic tutorials on C#

The C# Station Tutorial
5 basic steps
Index of a more complete guide on C#

Solinx
« Last Edit: May 20, 2007, 07:17:54 pm by 2playgames » Logged



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2playgames
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« Reply #1 on: November 18, 2006, 03:20:30 pm »

To get started with the XNA framework, download Visual Studio Express 2005 and XNA Game Studio Express beta 2. Then read the book Programming C# and do the excersises (sp?) with Visual Studio.
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Solinx
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« Reply #2 on: November 18, 2006, 09:05:19 pm »

Thanks for uploading that book 2play, and I updated the first post with the required tools.

Solinx
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Darvin
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« Reply #3 on: November 19, 2006, 05:34:33 am »

Well, C# shouldn't be terribly different from C++ anyways
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2playgames
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« Reply #4 on: November 19, 2006, 12:54:17 pm »

just easier Wink

it's a mix with all the good stuff of C++ and java and new stuff
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Aleph Wren
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« Reply #5 on: March 19, 2007, 09:22:23 pm »

just easier Wink

it's a mix with all the good stuff of C++ and java and new stuff
Wow great.. Imagine the fruits and the juice you could get from them! One advice..: Please there are problems with older cards (2004-2005) that can't play DX10. i recommend using DirectX 9, to give compatibility to everyone and stability..
I'll download this set of tools to see what are you talking about, AFAIK, java and C++ are very famous programming languages(specially C++ for it's "flexibility", to don't say complicability  Wink)
« Last Edit: March 19, 2007, 09:24:08 pm by Aleph Wren » Logged

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« Reply #6 on: March 20, 2007, 12:05:28 pm »

DirectX is not cross-platform so we won't use it. we will probably use a library like Java3D which chooses DX or OpenGL by itself
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Fargledum
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« Reply #7 on: March 26, 2007, 04:12:34 am »

Glad the decision has been made... when does the real work begin?
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2playgames
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« Reply #8 on: March 26, 2007, 11:15:04 am »

when somebody begins Tongue currently we (all staff) have other things to worry about Undecided
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Darvin
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« Reply #9 on: March 26, 2007, 05:47:23 pm »

Depends on your definition of "real work".  The first stage is design.  That means lots of diagrams, algorithms, and discussion, but not one line of code.  Once that's done, we begin coding (what many might consider the "real work").

In many ways, it's like architecture.  You don't start construction before you have the blueprints.  However, just because construction hasn't begun doesn't mean the work hasn't begun.  When it comes to a computer program, that blueprint is a considerable proportion of the total work.
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2playgames
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« Reply #10 on: March 26, 2007, 06:33:13 pm »

indeed, imagine somebody building a house without a blueprint :p
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Darvin
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« Reply #11 on: March 26, 2007, 06:35:40 pm »

Actually, it's more like building a skyscraper while blindfolded with eight or nine other teams working on different portions that must interlock with your work at a later point in time.  Needless to say, you better have a VERY good blueprint.
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Fargledum
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« Reply #12 on: March 27, 2007, 04:15:56 am »

A clever analogy... so I guess a better question is, how can I help now? I'm currently spending some of my precious hours on learning C#.
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Darvin
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« Reply #13 on: March 27, 2007, 05:03:55 am »

More important than actual coding (well, you do need to know that) is algorithm design.  Coding is like grammar and spelling, it is only a structure of communication, not the prose which it describes.
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« Reply #14 on: April 02, 2007, 05:13:26 am »

Aah... and that leaves me where?!?
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Darvin
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« Reply #15 on: April 02, 2007, 08:24:38 pm »

What I'm saying is that just as important as learning how to code is learning how to design.  It's one thing to know how to turn an algorithm into code statements, quite another to generate that algorithm and optimize it.
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« Reply #16 on: April 04, 2007, 03:46:41 am »

I completely agree with you. Well, when you have free time, be sure to update us with what you have; I'm really chomping at the bit to get working. I'll continue prowling about looking for more interesting tid bits that may be helpful for the project.
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Aleph Wren
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« Reply #17 on: April 05, 2007, 06:34:50 pm »

What I'm saying is that just as important as learning how to code is learning how to design.  It's one thing to know how to turn an algorithm into code statements, quite another to generate that algorithm and optimize it.
If you desire I can help you to develop the design for the game/engine. I like the innovation, I think I'm focused on the creative part (I draw very well, in my language I have a great vocabulary; I like to create music also)
I have a few free time I can spend for doing so. Tell me if you're interested.
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Solinx
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« Reply #18 on: April 05, 2007, 09:53:26 pm »

That would be very helpful, although what Darvin meant with "design" here, is the design of the code for the engine. Meaning a standard format to write the actual code, as well as determine what code blocks need to written (the funtions) and which blocks are to be connected with eachother (the interaction)

It's a very simplistic description, but I think that's at least the basic direction in which you should think.

btw. Nice to hear you like the innovation Smiley


Edit:
Just to be clear, the engine and the game are two quite separate things. Their development is dependant on eachother, and the game cannot exist without the engine, but the engine can exist without the game.

There are just quite a lot of advantages to also create an official game alongside it. To name a few: Feedback on the engine developments, source of feature ideas, a way to show the capabilities of the engine.

Solinx
« Last Edit: April 05, 2007, 09:57:25 pm by Solinx » Logged



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« Reply #19 on: April 09, 2007, 05:43:28 am »

In the event that any one is interested, I have been learning music for 9 years. I also have Sibelius, which, for those who do not know, is a piece of composition software.

I can provide a few of my compositions once I figure out how to turn them into MIDI files  Tongue
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« Reply #20 on: April 09, 2007, 12:08:05 pm »

why midi files?

anyway, that'd be great
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« Reply #21 on: April 12, 2007, 05:04:32 am »

Sibelius is not equipped, as far as I can tell, to turn them into anything but MIDI files, which is stupid, in my opinion.
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« Reply #22 on: May 20, 2007, 07:17:23 pm »

unstickied this because it's deprecated
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