From: an118 AT chebucto DOT ns DOT ca (Graham Howard Wile) Newsgroups: comp.os.msdos.djgpp Subject: NEEDED: Advice on tools for games programming Date: 24 Oct 1996 00:11:41 GMT Organization: Chebucto Community Net Lines: 34 Message-ID: <54mc7t$22o@News.Dal.Ca> NNTP-Posting-Host: chebucto.ns.ca To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp 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 --