Question submitted by (15 July 2000)
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|Hello. I am a freelance game programmer. I wish to start my own company, and I'm currently making a game. But, I've never actually tackled a whole game. Now, I have a question for you that's very relevant. Every game programmer I've ever met, especially Andre LaMothe, have a shell of code that they always use to make a game. Now, I'm curious, do you have a shell of code that you always use when you create a game? If so, what is it?
Personally, I don't have a single shell, but rather a set of various class
libraries for geometry, vectors, OpenGL, Direct3D, etc. I find this to be
much more useful than a single shell because I can use these pieces in other
graphics related applications. Building a shell from this is trivial.
Because of my current endeavors, this is not code I'm at liberty to share. However, I can offer a shell that I frequently use to test out different rendering techniques and drawing functions. It's not performance oriented as it uses DIB sections, but it has been very helpful in getting me up and running in a graphical environment that's extremely simple to use when I just want a small test application. You can find it right here (137k).
The code found in this archive uses Visual C++ version 6.0 and runs in a window (for easy debugging). It includes a software texture mapper (TMap.cpp) that was originally posted in a COTD (Code Of The Day) on July 15, 2000. For more information on this texture mapper, you can read the COTD posting right here
Here's a screenshot of what you should see when you compile and run the application:
Response provided by Paul Nettle
This article was originally an entry in flipCode's Ask Midnight, a Question and Answer column with Paul Nettle that's no longer active.