Trends in Managed Game Development
Hello all
Hello all
Cool, thanks
Yea, I'm thinking that I want to make a really slick engine, and would like to start off using DirectX and C++ (unmanaged).
Given this, what tools should I use?
eg. IDE & compiler?
Can / should I use Visual Studio 2005 for this, or will its rather .NET orientedness get in the way?
What IDE + compiler do the pros use?
=)
Thanks!
Having said that, you mention building an engine, which is a bit different than just making a single game. I encourage you to take a look at the (numerous) game engine projects available on sites like CodePlex and SourceForge first. The single most common thing you'll notice among them is they are rarely finished.
If you are new to game development (I got the impression you were, if not then I apologize) you may want to consider knocking out a couple small projects (of the same basic type) and then look at ways having a basic engine could have improved the process.
I know it helped me.
Just my .02
Yes, you are quite right; I'm new to game development (directX, anyway).
I just want to know that I'm making the right start, and not wasting my time (eg. by using C# and managed DX).
Don't worry, the first engine that I'm making is 2D :)
It'll be a platform for a side-view shooter style game; it's main feature being full real-time terrain destruction on a polygon level. I've never seen this done before (at least not well) except on Red Faction, which was of course 3D :P
So, looks like I'll use VS2005, DX 9.0c, and C++ (unmanaged all the way) to make my first little engine.
Thanks for your help everyone =)
I would strongly discourage you from writing your first game in
C++. It will be much easier in C# than in C++. C# is as
much better than C++ as C++ is than C (ok, that's just my
opinion). If you want to write it in C++ for resume
purposes, by all means, write it in C++. But even then, I'd be
inclined to write it in C# first and then port to C++.
-Jeremy