Mail Archives: djgpp/1996/10/24/12:49:27
From: | an118 AT chebucto DOT ns DOT ca (Graham Howard Wile)
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | NEEDED: Advice on tools for games programming
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Date: | 24 Oct 1996 00:11:41 GMT
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Organization: | Chebucto Community Net
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Lines: | 34
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Message-ID: | <54mc7t$22o@News.Dal.Ca>
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NNTP-Posting-Host: | chebucto.ns.ca
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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Hi there. I have recently bought books on programming games in
C++ with a little bit of inline assembly mixed in.
I am an experienced high-level programmer (ie: databases), but
I know hardly anything about low-level programming required for games
development.
I have the DJGPP C++ compiler whose documentation is cryptic at
best, and it uses AT&T assembly for syntax, and all I can find for books on
assembly are for the Intel style syntax.
QUESTIONS:
Since I am just introducing myself to low-level programming, (I
even have yet to learn C++ and Assembly), would it be wise to invest my
$$ in a commercial, well documented compiler like Turbo C++, Watcom, or
MS Visual C++ ?
Do these commercial versions come with good books, including how to
implement inline assembly?
Should I buy their assembler along with the C++ compiler ?
Is C++ with inline assembly even the way to go nowadays for games
development, or is this fundamental method on its way out, about to be
replaced by something better ? Because I don't want to spend my
hard-earned $$ on this stuff if it will soon be obselete.
Thanks in advance,
Graham
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