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Well a few friends and I are going to make a game. But we can't decide if we should use d3d or opengl. |
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It really depends on what kind of game you want to do, and what kind of experience you have. |
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I'd use OpenGL simply because it is a lot easier to understand, has way better up- and downgrade compatibility through extensions rather than incompatible versions, and it runs on practically every machine on this planet without any changes, giving best-possible near-identical results. |
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I'd use OpenGL simply because it is a lot easier to understand Why is that? Both offer almost the same functionality (immediate OGL should be avoided at all costs). I think that's a myth from older D3D Versions. D3D 8 and 9 are very good APIs, that are not harder to understand than OGL. |
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Thanks for your answers, they've made things clearer. :) |
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Direct3D and OpenGL are as easy to learn. People who claim GL is easier are people who stay in immediatemode and place their vertices one at a time. |
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I agree, OpenGL is NOT easier to learn anymore. It was true back then, before the second world war or something :) Right now I'd even go and say that DirectX has become somehow easier to learn and to use compared with the now messy OpenGL. |
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A format is simply what and how data is organized. |
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Oh first a correction I have to do: |
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I also read this in MSDN: "Important The exporter may not build with Visual Studio .NET/Microsoft Visual C++ .NET.". Don't know if it's a stupid question, but does this really mean that I can't use Visual Studio .Net 2003 to compile the game? I assume that that relates to the 3D Studio Max plugin. The Max plugin SDK states that you should use VC++ 6.0 to compile your plugins for it, because 3dsmax was built with it aswell. But that DOES NOT mean you have to build your game with VC++ 6.0. But last time I made a plugin for 3dsmax I had no problems with .NET, so I think they just say that because they don't want give you support if you use .NET. And the last one, is it true that the directx versions differ greatly? Like a tutorial for an old version, would it work for directx 9? Is the SDK help/tutorials updated for the latest directx version? DirectX 8 and 9 are almost the same (DirectX 9 has more features, but the API structure is the same). DirectX 7 and older versions were crap and you shouldn't find tutorials anymore that deal with them. The DirectX documentation is very good, and naturally it's updated for the latest version. How should we program an API without documentation? |
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If you take a look at the 3dsmax sdk it has example of exporter plugins, also there are several projects to simplify building exporter plugins for 3dsmax like flexport (I think this is the name). |
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Okay, I'll give D3d9 a try. Thanks everyone. :) |
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>People who claim GL is easier are people who stay in immediatemode and place their vertices one at a time. |
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Yes, this thread is going to receive a lot of bulk posts because some people don't like OpenGL and other people don't like Direct3D. |
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Both API's can do the same things. Both API's have failings. It doesn't matter which one you use. Once you know them, they both make sense. |
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if you know how to use MSDN and you know the language you program in, you should not have any issues with reading and understanding dx code. very well documented what each method does in the msdn, and how to call it, how to give parameters, is part of the language (and well documented, too). |
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OpengDirectGXL is the best api. its got every feature you will need and completely co-dependent of any platform. |
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I've used Direct3D from version (revision) 3 to 8, immediate mode only. With EACH new versions I had MASSIVE changes to make, most of them unjustified. These guys just love to rename every single render state, class member or class and pointers to class. |
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One advantage of Direct3D is that rendering to a texture is more straightforward than it is in OpenGL. (Why can't the ARB hurry up and get that done? They were claiming they'd have uberbuffers done last year!) |
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I think what he may be referring to is the clarity of the code itself. Arguably that can be resolved by the person who writes the code, but the reference documentation is generally a good indication of how the creators expect code to be written. As sebarnolds said, it's almost like choosing a coding style, though I agree that you should be well aware of both. |
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Go for DirectX. Simpler, easier, and gets the job done faster and cleaner! |
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You should really ask yourselves where is the point about telling "OpenGL is better !" or "Direct3D is better !". My point as of now is to show the ARB that people are fed up with them and the non-progress and the so minimal OpenGL 2.0 that everyone was waiting for. They blew it big time. They need to do something about it. One way to protest is to move from OpenGL to DirectX. |
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I know this is like feeding the beast, but just abstract your rendering calls. You go with Direct3D, you are pretty much tied to the PC and XBOX. You go with OpenGL, you have cross platformability but no support in the Windows community. I don't know how many bug cases my company had where we had to tell people to updgrade their GL drivers. XP installs the crappiest compaibility drivers possible for OpenGL support. |
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I am (another) linux programmer |
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