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Beginning graphics

Name: Anonymous 2010-09-27 21:55

I want to begin programming 2d graphics. The only graphics I've ever dabbled in were java applets (which barely count). I've practiced java for a year and a half, but I know enough c++ to get by.

My question: How does one go about getting into programming 2d graphics?

Name: Anonymous 2010-09-27 21:57

Define ``2D graphics''. Do you want to do image processing or game programming?
Either way, you won't want to use Java or Sepples. Learn C or Python.

Name: Anonymous 2010-09-27 22:00

I suppose my intended manipulation of 2d graphics would be best categorized as "game programming".

Name: Anonymous 2010-09-27 22:07

Allegro.

</thread>

Name: Anonymous 2010-09-27 22:13

C# with XNA

<thread>

Name: Anonymous 2010-09-27 23:00

>>4
>>5
Strangely enough, the chief architect behind both Allegro and XNA is the same person: Shawn Hargreaves.

The difference being is that Allegro was first designed for the Amiga when Shawn was a teenager and then ported to DOS and later Windows 9x when he was attending University.

By the time he had joined Microsoft and began work on XNA, he had 15 years of experience under his belt as a professional game and graphics programmer. The end result is that XNA is beautifully designed whereas Allegro a cobbled together pile donkey excrement.

Name: Anonymous 2010-09-27 23:11

>>6
Microsoft
beautifully designed

( ≖‿≖)

Name: Anonymous 2010-09-27 23:31

use SDL;

Name: Anonymous 2010-09-28 0:07

>>7
This isn't about Microsoft.

This is about:

The Man

The Legend

Shawn Hargreaves

Name: Anonymous 2010-09-28 0:31

Do modern hardware cards even offer any acceleration for 2D operations any more, or is that gone with the old days of DirectDraw and the like?  I've noticed that DirectDraw hasn't even been included in the last few versions of DirectX.

Name: Anonymous 2010-09-28 0:46

>>10
DirectDraw is officially deprecated, and yes, the reason for this is that it is now more efficient to do 2D rendering in 3D.

Name: Anonymous 2010-09-28 1:21

>>11
So, something like sticking textures on camera-facing rectangles?  That sucks.  Is there some functionality to help get the pixels to line up 1-to-1?

2D sprites and bit-blitting were the fucking best.  I guess CPUs are fast enough that you could just do that in software these days.

Name: Anonymous 2010-09-28 1:32

>>12
Libraries like XNA use custom sprite classes that do all the necessary work for the camera and mapping to screen coordinates for you. So you get easy to use, fast rendering sprites.

Name: Anonymous 2010-09-28 1:57

>>12
Is there some functionality to help get the pixels to line up 1-to-1?
That's not particularly hard. You'd never know Factor's GUI was OpenGL based without reading about it online or in the code. Or look at Compiz. Windows don't end up distorted.

Name: Anonymous 2010-09-28 4:06

Qt for custom drawing is good. SDL+OpenGL is also good.  Or maybe not. Well. TBH they suck. But they'll get the job done.


And  Python and java are too slow to be useful for prototyping image processing(inb4: minecraft and some solitare)

Name: Anonymous 2010-09-28 4:25

>>12
See >>13. Also see orthographic rendering.

Name: Anonymous 2010-09-28 5:50

>>5
Redditard

>>10,12
You use OpenGL for your 2D. There's a way to make it pixel-perfect, by using glOrtho. I did some of this shit pretty successfully in the FIOC; gave me 2D RGBA sprites, smooth as my girlfriend's vagina animation, subpixel precision when I wanted it, fine rotations, fine X-Y scaling, bilinear filtering, transparency and simple vector drawing.

Python has several small modules oriented towards using OpenGL for 2D; I picked one and simplified and optimized it for my purposes. I did add display lists to it, for efficiency.

Name: Anonymous 2010-09-28 7:03

DOS is one of the most enjoyable systems for graphics programming.
Just set a point to 0xA000 (iirc) and that's your video memory.  Call some bit of assembler to set the video mode and some other bit to check for vertical retrace and your good to go.

Name: Anonymous 2010-09-28 7:31

Name: Anonymous 2010-09-28 8:40

>>19
That's redditard for glOrtho.

Name: Anonymous 2010-09-28 8:43

>>17
Your "girlfriend" shaves so frequently because her Spanish lover prefers it that way.

Name: Anonymous 2010-09-28 8:46

>>18
a000:0000 and it's suck for anything except 320x200x256.

Name: Anonymous 2010-09-28 9:58

because "her" Spanish lover

Name: Anonymous 2010-09-28 11:40

>>22
that's plenty

Name: Anonymous 2010-09-28 11:49

>>24
Plenty if you're programming for a phone.

Name: Anonymous 2010-09-28 12:05

>>25
ONE WORD THE 80x25 TEXT TERMINAL. THREAD OVER.

Name: Anonymous 2010-09-28 12:11

>>25
I suppose, writing the enterprise-level groundbreaking next-gen graphical programs you do, such resolutions and bit-depths are much below you.

Name: Anonymous 2010-09-28 12:28

>>27
How am I suppose to fit pictures of my PENIS in such a small resolution?

Name: Anonymous 2010-09-28 12:51

>>28
the same way everybody else does

Name: Anonymous 2010-09-28 13:04

>>29
Not everyone is blessed with a really tiny penis.

Name: Anonymous 2010-09-28 13:26

two words: Direct2D

thread over

Name: Anonymous 2010-09-28 13:34

Anyone recommending SDL for anything at all is a moron or a troll. Anyone recommending OpenGL for 2D is a troll.
Allegro is great in that it's easy to get into and basically does everything you want it to. Regardless of its suitability for serious game programming nowadays (I happen to think that it's very suitable, but idiots could disagree), it's at least a great starting point.

Name: Anonymous 2010-09-28 13:38

>>32
Thank you, Xarn. This thread has now ended peacefully.

Name: Anonymous 2010-09-28 13:44

Actually, OpenGL in 2D is nice if you want to write or use routines that can handle both 2 and 3 dimensions. That way, once you've done classic Invaders, you can then write an XInvaders clone without it being from scratch.

Name: Anonymous 2010-09-28 14:27

>>32
Anyone recommending Allegro is a moron or a troll.
C# with XNA and using SpriteBatch is the way to go.

Name: Anonymous 2010-09-28 14:29

>>31
Direct2D is obsolute.

Name: Anonymous 2010-09-28 14:36

>>36
So is your mom.

Name: Anonymous 2010-09-28 14:43

>>36
I don't think you know what Direct2D is. Maybe in 10 years when OpenGL gets some equivalent on top you will.

Name: Anonymous 2010-09-28 15:06

>>38
Pardon me, sir. I was thinking of DirectDraw, which is obsolute.

Name: Anonymous 2010-09-28 15:39

Direct2D, interesting.  Too bad it's only available for Vista and later.

Name: Anonymous 2010-09-28 15:41

Why is this thread still going when it ended with >>32?

Name: Anonymous 2010-09-28 16:01

>>41
Go away Xarn. You're an idiot.

Name: Anonymous 2010-09-28 16:12

>>42
Less of you.

Name: Anonymous 2010-09-28 16:28

Use Flash.

Name: Anonymous 2010-09-28 16:45

Use HTML5

Name: Anonymous 2010-09-28 16:51

Use blitzbasic

Name: Anonymous 2010-09-28 17:00

>>46
It's the only way to be a professional games developer like MDickie.

Name: Anonymous 2010-09-28 17:11

>>21
The irony is that I'm >>17 and I'm Spanish.

Name: Anonymous 2010-09-28 18:02

>>48
UNA PALABRA u'INDENTACIÓN FORZADA DE CÓDIGO' FIN DEL HILO

Name: Anonymous 2010-09-28 18:17

>>48
BR? BR? BR? SWE? SWE? BR?

Name: Anonymous 2010-09-28 19:01


para usar la lambda
para usar la lambda
se necessito un poco de gracio
una poca de gracio
para mi, para ti, ay arriba, arriba,
ay arriba
satori sere satori sere

yo no soy cuddero
yo no soy cuddero
soy mago, soy mago
soy mago
lambda lambda
lambda lambda
lambda lambda
lambda lambda

Name: Anonymous 2010-09-28 19:19

hackea mi ano

Name: Anonymous 2010-09-28 19:20

mi otro coche es un cudero

Name: Anonymous 2010-09-28 19:50

NO HALBO ESPAGNOL

Name: Anonymous 2010-09-28 22:35

>>40
Which isn't an issue since Windows XP is pretty much dead.

Name: Anonymous 2010-09-29 0:59

I'd go with OpenGL.  I've used the C bindings quite a bit, but you may want to start with the Java bindings since you're already familiar with that language.  I hear the Python bindings are also worth a shot.

Name: Anonymous 2010-09-29 2:13

>>56
Stop posting.

Name: Anonymous 2010-09-29 4:56

>>51-54
Feu-vos fotre, ``afeminats''

Name: Anonymous 2010-09-29 6:40

     Mon aéroglisseur est plein d'anguilles

Name: Anonymous 2010-09-29 6:48

>>56
It doesn't have C bindings... it's a native C library with whatever C ABI is available on the system.

Name: Anonymous 2010-09-29 7:04

AHX MY AUNS

Name: Anonymous 2010-09-29 8:21

>>59
Fuck, I actually chuckled.

Name: Anonymous 2010-09-29 10:43

Las usanzas de los programadores españoles son irritantes para los colaboradores anglófonos nativos y son superadas únicamente por aquellas de los programadores franceses en términos de malas prácticas en el obtusómetro.

Name: Anonymous 2010-09-29 12:07

símone

Name: Anonymous 2011-01-31 20:49

<-- check em dubz

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