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Re: Working on a game...
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mirv
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Default Re: Working on a game... - 06-06-2006

Ambitious maybe, but every single game engine (from Jazz Jackrabbit to Doom3) had to start somewhere!
Using d3d wouldn't make things more straight forward - d3d is just a rendering api, and it's specific to Windows. As a programmer, you need to specify the lighting, the shading, etc, camera setup, etc, and use the api to interface with the hardware. The api, be it d3d or OpenGL, will take care of things like mapping a given input (in 3d space) into the required 2d screen co-ordinates for rendering (remember, it may look 3d, but it's still just mapping a 3d scene to a 2d display). For example, the programmer sets up the view, and specifies where to draw a crate in the world, what textures to apply, uv co-ordinates, and maybe some shading. The rendering api will take the data of the crate, and transform it into an on-screen display. The on-screen display will appear different if the camera system you've set up tells the rendering api whether you're looking at the crate, or away from it.

Hope that makes some sense....
Anyway, major reason for stearing clear of d3d is that I want to run it across multiple platforms (even MacOSX, though I need to buy a Mac first) natively (no emulation). So OpenGL is the way to go.


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