Re: [Audyssey] another game programming question

2009-12-22 Thread Thomas Ward

Hi Munawar,
Well, Java is getting faster. The Java 6 runtime has pretty fast 
exicution speeds compared to earlier releases, but it is still primarily 
designed for general applications and not so much games. I've used my 
fair share of Java apps on Linux such as Star Office, Sun's MS Office 
clone, Jpodder, and a few other apps here and there and it works fairly 
well with those kinds of programs. However, when I tried creating an 
early version of Mysteries of the Ancients in Java it didn't run as well 
as it should have. The .NET versions execution times were faster and 
more stable thant he Java port. Some of the bugs I could have fixed, but 
I wasn't too sure I could resolve the issues with exicution speeds so 
abandoned it before I got too far into it.






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Re: [Audyssey] another game programming question

2009-12-22 Thread Claudio Zeni
Hi all!
I am using not .net because I don't want to have a requirements page with
lots of updates the user must download.
The motto is:
Instal and play

So I stay with direct x 8, because it's simply installed on each windows
system.

Regards
Claudio


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Re: [Audyssey] another game programming question

2009-12-22 Thread Munawar Bijani

Hi,
You're correct about Java. For all intents and purposes, I view it as more 
of a data analysis language than anything else. For instance, measuring  the 
O() running time of a program is very easily done in Java. It seems to be 
really good for database programming but as far as games go it's pretty 
slow. In fact I'm amazed how quick .NET is given that it's also a runtime 
language.

Munawar A. Bijani
blog: http://munawar0009.blogspot.com
http://www.bpcprograms.com
Follow on Twitter for blog updates: http://www.twitter.com/munawar0009
--
From: "Thomas Ward" 
Sent: Thursday, December 17, 2009 5:42 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] another game programming question


Hi Willem,
Good point. I think strictly for training purposes Java is good to know. 
Plus it is nice for general cross-platform programming. It just isn't too 
cool if you want to write something like Tank Commander or Shades of Doom. 
It wasn't designed for anything quite that intensive.
There are however games out there written in pure Java that apparently 
work alright. I know of a baseball game written in Java, several card and 
board games, and of course the 7-128 games. Java can do games, but just 
don't try to create anything super advanced with it.


Cheers!

Willem wrote:

Hello nick.

I did my first year in computer science using Java. While it isn't the 
best language for fast action accessible game development, it has many 
selling points, including portability and it  also has similar syntax to 
c++. All in all it isn't a bad language to start with, especially 
considering that object orientated languages seems the way to go.


The corse I did placed emphasis on modular programming, which is good and 
again another selling point of the Java language.


Practically speaking, the Java virtual machine which it uses to execute 
the bytecode is the slowest of the languages that use a similar approach 
and even interpreted languages like python and ruby is faster.


I am getting quite off topic now, so write me off list if you need more 
information.

hth.



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Re: [Audyssey] Another game programming question

2009-12-17 Thread Thomas Ward

Hi John,
Well, as far as Java and sound goes there are a couple of solutions that 
could give a developer high powered audio support if he/she needs it. 
One such package is the free and open source Joal project which is a 
Java binding to OpenAL 1.1. Through Joal a Java developer could get the 
same great features as OpenAL such as hardware mixing, 3d positioning,  
Virtualization,  streaming ogg files, etc. I don't disagree with you 
that Java is certainly easier to program, that much is true, but I also 
know you wind up installing a lot of extra dependencies with your 
application as well.
Let's assume someone writes a game using Java with SWT for the standard 
GUI, JInput for input, Joal for audio, and you end up having to create 
an installer with several MB of extra dependencies. You have the Java 6 
runtime, plus the SWT package, theJInput package, the Joal package, 
OpenAL32.dll, all which adds up to around 85 MB of extra dependencies 
for that single game. I know many people have highspeed internet, lots 
of hard drive space these days, but still adding that much xtra is quite 
a lot when you compare it to the size of a similar C++ application.
With a C++ application using SDL for cross-platform input support and 
OpenAL for audio support all the developer needs to do is ship two 
libraries, SDLMain.dll and OpenAL32.dll,
with the application and that's pretty much it for dependancies. We are 
talking about 2 MB for dependencies verses say 85 MB or so in 
dependencies. That's a big difference in my book.


Cheers!



John Bannick wrote:

Nick,

Here's the link to the Java Access Bridge:

http://java.sun.com/javase/technologies/accessibility/accessbridge/

We use it with Java / Swing for all our games.

However, I agree with Thomas.
If you are starting out with no legacy code, then you might be better 
off with Java / SWT.


Java's two strong points are:

1. It's a lot easier to learn, code, and maintain than C++.
2. You can use it on the Mac and on Linux.

If your games demand high-powered sound, then Thomas is also correct 
that the C#/C++ API's are better than what Java offers.

But be prepared for a whole lot of work.
Just ask him.

John Bannick
www.7128.com



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Re: [Audyssey] another game programming question

2009-12-17 Thread Thomas Ward

Hi Willem,
Good point. I think strictly for training purposes Java is good to know. 
Plus it is nice for general cross-platform programming. It just isn't 
too cool if you want to write something like Tank Commander or Shades of 
Doom. It wasn't designed for anything quite that intensive.
There are however games out there written in pure Java that apparently 
work alright. I know of a baseball game written in Java, several card 
and board games, and of course the 7-128 games. Java can do games, but 
just don't try to create anything super advanced with it.


Cheers!

Willem wrote:

Hello nick.

I did my first year in computer science using Java. While it isn't the 
best language for fast action accessible game development, it has 
many  selling points, including portability and it  also has similar 
syntax to c++. All in all it isn't a bad language to start with, 
especially considering that object orientated languages seems the way 
to go.


The corse I did placed emphasis on modular programming, which is good 
and again another selling point of the Java language.


Practically speaking, the Java virtual machine which it uses to 
execute the bytecode is the slowest of the languages that use a 
similar approach and even interpreted languages like python and ruby 
is faster.


I am getting quite off topic now, so write me off list if you need 
more information.

hth.



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Re: [Audyssey] another game programming question

2009-12-17 Thread Thomas Ward

Hi Jason,
While you made some very good points on the subject of C++ verses .NET 
there is perhaps some other things here maybe you haven't considered.
When it comes to supporting multiple operating systems like Mac OS, 
Linux, and Windows it is certainly true supporting all three platforms 
won't dramatically improve the developer's sales and number of 
customers. However, there is more to writing games than just making 
money. There is the customer's freedom of choice, and his/her right to 
use something other than Windows based software.
I know that Josh, from Draconis Entertainment, has for all intents and 
purposes switched over to Mac OS. He is very supportive of that 
operating system and Draconis Entertainment's new titles will run on Mac 
OS natively as well as Windows. While he could write Windows versions 
and run them through some kind of virtual machine that still isn't as 
good as writing a native version for the operating system itself. 
Virtual machines are nice, but only a quick fix for a much larger problem.
That being that many companies, developers, and so on tend to see that 
Windows is the biggest source of money out there, create Windows 
specific software for it, and ignore everything else. Since they are 
responsible for restricting the number of applications for Mac and Linux 
people are less likely to use those operating systems. It is simply a 
vicious cycle of Windows is the biggest software  platform out there, 
companies write software only for Windows, in turn making Windows all 
the more important to have.
Like Josh I also don't use Windows regularly. I have MS Windows 
installed on this laptop, but my main desktop doesn't use Windows at 
all. It runs Ubuntu Linux complete with the Orca screen reader, Open 
Office, Evolution for E-mail, Firefox for the web, etc. All of it is 
free cost effective software which means I don't have to pay Microsoft, 
Freedom Scientific, or anyone else huge amounts of money to keep that 
computer up to date and running.  Not to mention the ability to install 
the operating system from scratch using speech. For all of these reasons 
I choose to use Linux, not Windows, for most of my computer work, and I 
truly wish more accessible games were available for Linux. So part of my 
reason of switching from .NET to C++ is so that I'll have the choice and 
ability to begin creating games for Linux. Not because of money, but 
because I personally use that operating system more than Windows. 
Weather I make one cent off my Linux versions of the games is less 
important to me than my right to choose not to use Windows if I don't 
want to. That's the difference between me and some of the other game 
developers out there.
Regarding .NET security it is true these days obfuscation is pretty good 
and secure. Still weather someone will try and disassemble the code and
reverse engineer it remains to be seen. There may not be many here with 
the ability or desire to do it, but it still needs to be considered. I 
will say if you don't use a good obfuscation program it is very easy to 
disassemble a .NET executable and convert it back to readable source 
code.  Which is not good, and requires a bit of extra money to secure 
your program from a hacking attempt.
As far as the XNA Framework I haven't kept up with development of that 
API, but when I looked at it last I wasn't too impressed with it. Plus I 
really can't find anything for .NET  that truly satisfies me. Yeah, I 
could use FMOD, Irrklang, or SlimDX, but I could write the same 
application in C++ and still use those APIs directly. By the same stroke 
I can create Linux and Mac ports as well. So I really see very little 
advantage for me in sticking to .NET for future game development.
Bottom line, I think a lot of this is what the developers goals are. If 
you only want to support Windows, Windows based APIs, then using .NET is 
probably ok. However, if you are like me, using Linux instead of 
Windows, then using non-Windows based solutions is ultimately more 
important.  In C++ I can create a program in C++  using SDL for input 
and OpenAL for audio that will run on Mac, Linux, and Windows equally 
well. It is true that I will lack some of the functionality of XNA or 
DirectX, but I'll still be able to pick my operating system of choice. 
It comes down to choice of what is important and not important to you as 
a game developer.


Cheers!


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Re: [Audyssey] another game programming question

2009-12-17 Thread Willem

Hello nick.

I did my first year in computer science using Java. While it isn't the 
best language for fast action accessible game development, it has many  
selling points, including portability and it  also has similar syntax to 
c++. All in all it isn't a bad language to start with, especially 
considering that object orientated languages seems the way to go.


The corse I did placed emphasis on modular programming, which is good 
and again another selling point of the Java language.


Practically speaking, the Java virtual machine which it uses to execute 
the bytecode is the slowest of the languages that use a similar approach 
and even interpreted languages like python and ruby is faster.


I am getting quite off topic now, so write me off list if you need more 
information.

hth.
On 2009/12/16 12:03 AM, Nick Helms wrote:

good question! I'd like to take some computer science classes,
possibly next summer to learn some programming, but I'm not sure with
language to persoo. I've been told that java is a good starting point,
but I don't believe I've ever used a program created with java that is
usable with jfw.

On 12/15/09, Chastity MORSE  wrote:
   

Okay, where can I find a good tutorial for the pygame language that will let
me create something simple to start with?
Will pygame transfer between windows mac platforms or do I need to make two
sets of code for each platform?
Which game types will this support: card games, board games and such?

Also for more complicated games similar to SOD, MOTA, and Q9, will C#.net
work or should I go with C++?
I'm looking to try some sort of shooter adventure game in the future once I
get the hang of game coding.
Will either or both of the C languages work for both Windows and the Mac?
How do I incorporate the Sappy TTS into games or is that sort of built in?
If not, where can I find the code for sappy voices so that the game speaks?

I read that full Python isn't transferable, but so does that mean that
pygame isn't either? So, I'm just guessing here, but then it might be good
to stick with C++ or C#.net instead of any version of python and stay away
from java.

Sorry, this email might be a bit confusing to people. I want to try
something simpole first like a card, matching, board game or simple chase
game. Then, I want to move up to something more complex with enemies and
levels, weapons, and randomness so the game plays different each time you
start it, that part would be similar to MOTA or Entoomed I guess. I want to
find the code and no, I don't mind learning code of most any type as long as
the code has some sort of explanation for what it does or where you might
put each code.

One more thing, can I just start learning code or is there something else I
should start with first?
Any good links for helpful tutorials and things will be appreciated. No, I'm
not looking at java as it seems it isn't very accessible for screen readers
and the full python language is all its own and not part of any of the C
languages, so that might be out, but I don't know if that's true for pygame
as well. So, my options seem to be C++ if its still supported since
Microsoft came out with the C#.net, which is the other option. I also would
like the games to speak for themselves, if possible and that seems to
require some version and code for the Sappy TTS voices.
Thanks to all:
Chastity


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Re: [Audyssey] another game programming question

2009-12-16 Thread Jason Allen
C++ wins cross platform absolutely. But with virtual desktops, it's not as
big of a win as it used to be.

If you go C++, you absolutely must learn object oriented programming
concepts. C++ supports these, but they aren't as elegant as more recent
programming languages like C#. If you use C#, you have no choice but to
write object oriented code, so there really isn't an issue there.

.NET is well thought out and modern. You don't need to use the XACT sound
tool (the much maligned sound creation engine mentioned in this thread) to
make sounds for games using the XNA framework. XNA comes built in with sound
and music libraries that don't use XACT at all. They support loading mp3s as
well. XACT is powerful but clunky, buggy, and a million other negatives.

As for security, .NET can be decompiled. But if you're using modern
programming concepts (which you will be) no one is going to be able to
recompile it. It essentially obfuscates itself. Of course, obfuscating the
code is another option. Is anyone going to want to spend the thousands of
hours to reverse engineer your game? Not likely. If you had top secret code
or projects, it's a much bigger problem.

C# supports a design concept called RAD, or rapid application development.
You will write larger / more complex programs much, much faster in C# than
writing the same application in C++.

C# also supports automatic garbage collection which is a big deal when it
comes to memory management and debugging.

The biggest drawback to C# is that you're essentially tied to Microsoft. You
have to intelligently weigh the benefits to porting your game to all
platforms. How many Linux players are you going to get really? What about
Macs? How many players do you lose if they can virtualize your game in their
native operating system? Is it still worth it?

Cheers!
Jason
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Re: [Audyssey] another game programming question

2009-12-16 Thread Thomas Ward

Hi Nick,
SWT isn't a program but a package or library of classes and functions 
used for drawing windows, buttons, text labels, etc. Basically, all of 
the things you would expect from a standard Windows program. It is what 
we call in the programming business an API.
You add it to your Java program by making a project link to SWT in your 
development environment, and then you begin programming using that 
package. You import the namespaces you want or need, and, well, you 
create the windows by using the classes and functions contained in that 
package.
As far as developing goes you will need the Sun Java JDK, I recommend 
1.6, and an IDE like Eclipse. Eclipse comes with the SWT packages so it 
isn't like you have to find and install something separate here. If you 
use Eclipse you can write and debug the code in the Eclipse IDE. In 
addition if you feel like doing things manually, like I do, you can 
always use the commandline tools like javac directly. However, that's 
more of an advanced programmers way of doing things I suppose.


HTH


Nick Helms wrote:

How would I get swt to work with my programs?
I assume that I could write the code, compile, etc, but I would
obviously have a hard time running it if it didn’t work with my
screenreader. Basicly what I’m asking is, where would SWT come in to
play? I assume I would need it to debug because I would need to test
varius blocks of code before compilation.
Also, is there a program for developing java applications that will
let you enter the code, help you debug it, etc?

  



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Re: [Audyssey] Another game programming question

2009-12-16 Thread Thomas Ward

Hi Nick,
Sure there are. I can tell you right off hand you can find books on Java 
programming on Bookshare, and Safari has lots of Java books as well. I 
have a rather large Java collection myself, about 25 books in all, so I 
know there is quite a bit of material out there on the language.
Although, I've tried using java for game development and it didn't work 
out too well for me. It is fine for simple turn based type games such as 
the games 7-128 creates, but when trying to use it for fast action 
side-scrollers and FPS type titles it was disappointingly unable to meet 
my expectations. The Java sound API isn't exactly as good as using 
DirectSound or OpenAL, and the AWT keyboard input is too slow for fast 
action player input. There are solutions for these things such as Joal 
and JInput, but finding quality documentation on them is another matter.


HTH



Nick Helms wrote:

are there any good java resources for new blind programmers?
  



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Re: [Audyssey] Another game programming question

2009-12-16 Thread Thomas Ward

Hi Nick,
All of Sun's accessibility projects can be found on
http://www.sun.com/access
and it is right on there accessibility download page.

HTH

Nick Helms wrote:

 I must say that is quite exciting! So I can take advantage of java
after all.would it be possible for someone to send me a link to the
java access bridge?
thanks,
 Nick
  



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Re: [Audyssey] another game programming question

2009-12-16 Thread Nick Helms
How would I get swt to work with my programs?
I assume that I could write the code, compile, etc, but I would
obviously have a hard time running it if it didn’t work with my
screenreader. Basicly what I’m asking is, where would SWT come in to
play? I assume I would need it to debug because I would need to test
varius blocks of code before compilation.
Also, is there a program for developing java applications that will
let you enter the code, help you debug it, etc?


On 12/16/09, Thomas Ward  wrote:
> Hi Nick,
> When it comes to Java there are ways of making your Java software
> accessible. Currently there are two accessibility solutions available.
> The first is if you are using the Swing graphics toolkit for programming
> you will need the Java accessibility bridge in order to get programs
> like Jaws to interface with the Java program. The problem with this
> solution is that currently not every screen reader has Java access
> bridge support. So even if you can get Jaws to work with your Java
> application there is no guarantee that Window Eyes or something else
> won't have a problem with it. Therefore I'd stay clear of the Swing
> graphics toolkit for accessibility reasons.
> The second solution is to use the SWT toolkit. What makes SWT different
> here is that it is a Java based wrapper for the underlying standard
> graphics toolkit for the target platform, such as the Win32 API on
> Windows, so that any kind of programs you create use the standard GUI
> for programming. The advantage is because it uses say Win32 instead of a
> totally Java based GUI all of the screen readers I know of, including
> Window Eyes, can use the Java application without the need of any
> special software like the Java access bridge. So if you do decide to go
> with Java I recommend using SWT rather than Swing for your programs.
>
> HTH
>
>
>
> Nick Helms wrote:
>> good question! I'd like to take some computer science classes,
>> possibly next summer to learn some programming, but I'm not sure with
>> language to persoo. I've been told that java is a good starting point,
>> but I don't believe I've ever used a program created with java that is
>> usable with jfw.
>>
>
>
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>


-- 

Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."
 twitter: Nickster919

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Re: [Audyssey] another game programming question

2009-12-16 Thread Thomas Ward

Hi Nick,
When it comes to Java there are ways of making your Java software 
accessible. Currently there are two accessibility solutions available.
The first is if you are using the Swing graphics toolkit for programming 
you will need the Java accessibility bridge in order to get programs 
like Jaws to interface with the Java program. The problem with this 
solution is that currently not every screen reader has Java access 
bridge support. So even if you can get Jaws to work with your Java 
application there is no guarantee that Window Eyes or something else 
won't have a problem with it. Therefore I'd stay clear of the Swing 
graphics toolkit for accessibility reasons.
The second solution is to use the SWT toolkit. What makes SWT different 
here is that it is a Java based wrapper for the underlying standard 
graphics toolkit for the target platform, such as the Win32 API on 
Windows, so that any kind of programs you create use the standard GUI 
for programming. The advantage is because it uses say Win32 instead of a 
totally Java based GUI all of the screen readers I know of, including 
Window Eyes, can use the Java application without the need of any 
special software like the Java access bridge. So if you do decide to go 
with Java I recommend using SWT rather than Swing for your programs.


HTH



Nick Helms wrote:

good question! I'd like to take some computer science classes,
possibly next summer to learn some programming, but I'm not sure with
language to persoo. I've been told that java is a good starting point,
but I don't believe I've ever used a program created with java that is
usable with jfw.
  



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Re: [Audyssey] Another game programming question

2009-12-16 Thread Nick Helms
are there any good java resources for new blind programmers?

On 12/16/09, Nick Helms  wrote:
>  I must say that is quite exciting! So I can take advantage of java
> after all.would it be possible for someone to send me a link to the
> java access bridge?
> thanks,
>  Nick
>
> On 12/16/09, Eleanor  wrote:
>> Nick Helms  stated:
>>
>> *"I've been told that java is a good starting point,
>> but I don't believe I've ever used a program created with java that is
>> usable with jfw."*
>>
>> Java will work with Jaws for Windows if you use the Java access bridge.
>> That is a program that allows access to Java from Jaws. 7-128 Software
>> uses that for all its current games.
>>
>> Eleanor Robinson
>> 7-128 Software
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
>
> --
>
> Nick Helms
> "I will not lie, cheat, or steal, or tolerate those who do."
>  twitter: Nickster919
>


-- 

Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."
 twitter: Nickster919

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Re: [Audyssey] Another game programming question

2009-12-16 Thread Nick Helms
 I must say that is quite exciting! So I can take advantage of java
after all.would it be possible for someone to send me a link to the
java access bridge?
thanks,
 Nick

On 12/16/09, Eleanor  wrote:
> Nick Helms  stated:
>
> *"I've been told that java is a good starting point,
> but I don't believe I've ever used a program created with java that is
> usable with jfw."*
>
> Java will work with Jaws for Windows if you use the Java access bridge.
> That is a program that allows access to Java from Jaws. 7-128 Software
> uses that for all its current games.
>
> Eleanor Robinson
> 7-128 Software
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>


-- 

Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."
 twitter: Nickster919

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Re: [Audyssey] another game programming question

2009-12-15 Thread Thomas Ward

Hi Damien,
Yeah, I know. C++ has several different data types including chars, 
strings, shorts, booleans, longs, double, floats, pointers, integers, 
plus several ones Microsoft created for handles, dword flags, results, 
etc. When coming from Visual Basic 6 or one of the .NET languages it can 
become quite intimidating and overwhelming. However, the reason C++ has 
so many different data types is a throwback to the days when programmers 
really had to worry about how many bytes they were storing in memory at 
any given point in time. If I remember shorts are 2 bytes, longs are 4 
bytes, doubles are 8 bytes, etc. An unsigned integer can store any 
number from -32,768 to 32,767. A signed integer is something like 1 to 
65,534. Anyway, C++ gives you the power really to manage the amount of 
data you are storing in memory and use the data type best suited for the 
data being stored. Anyone coming from .NET or a language like Visual 
Basic take one look at this and freak as they are holy unprepared for 
the scope of data types and degree of memory management available to 
them. We haven't even began to talk about pointers which Visual Basic 6 
and the .NET languages don't even have. It's different and definitely 
more advanced programming.




Damien C. Sadler wrote:

Hi Thomas,
Yes, that does look complicated, but then again for the past week I 
have been struggling with various parts of a C tutorial that was 
written by a friend of mine. Where in Visual Basic you have strings, 
booleans, longs, integers, types and classes, in C you have chars, 
ints, shorts, longs, doubles, floats, pointers, structures and even 
completely new user defined data types which seem to look more 
complicated the more I try to understand it. Philip Bennefall has been 
fantastic and has helped me with various parts of it, but at the 
moment my brain feels like it has fallen into the fire and turned into 
a shrivelled burned up piece of paper *smile*. I seriously wish I had 
been taught this language right from the start when I was introduced 
to so-called programming 10 years ago.

Regards,
Damien.



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Re: [Audyssey] another game programming question

2009-12-15 Thread Damien C. Sadler

Hi Thomas,
Yes, that does look complicated, but then again for the past week I have 
been struggling with various parts of a C tutorial that was written by a 
friend of mine. Where in Visual Basic you have strings, booleans, longs, 
integers, types and classes, in C you have chars, ints, shorts, longs, 
doubles, floats, pointers, structures and even completely new user defined 
data types which seem to look more complicated the more I try to understand 
it. Philip Bennefall has been fantastic and has helped me with various parts 
of it, but at the moment my brain feels like it has fallen into the fire and 
turned into a shrivelled burned up piece of paper *smile*. I seriously wish 
I had been taught this language right from the start when I was introduced 
to so-called programming 10 years ago.

Regards,
Damien.




- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 15, 2009 11:37 PM
Subject: Re: [Audyssey] another game programming question



Hi Chastity,
Wow! A lot of questions to answer here. I'll do my best to answer them so 
bare with me as I try to explain things as best as I can.
As far as PyGame goes it is a cross-platform Python wrapper for the SDL 
API that works on Mac OS, Linux, and Windows. While I like the simplicity 
of PyGame and SDL it still leaves a lot to be desired. SDL only has very 
generic input device support for keyboards, joysticks, and mice so if you 
have a specific type of controller with advanced features like force 
feedback support you are out of luck. SDL_Mixer also has its drawbacks. A 
lot of features I use in DirectX such as changing the frequency/pitch of 
the sounds in real time isn't currently available with SDL. SDL_Mixer has 
a software mixer for doing virtual 3d audio, but it is not as realistic or 
as good as the hardware mixing you get with an API like OpenAL. As a 
result PyGame and SDL based games lack features that you could get with 
better game libraries such as DirectX, OpenAL, FMOD, etc. Which Python 
doesn't support to my knowledge. So I wouldn't really recommend Python if 
you wanted to create the next Shades of Doom or Mysteries of the Ancients.
When it comes to C# .NET it certainly could be used to create a game like 
Q9, Mysteries of the Ancients, or Shades of Doom. In fact, Mysteries of 
the Ancients is currently written in C# .NET. However, it is unfortunately 
first and foremost a Windows based programming language. Although there is 
a cross-platform framework called Mono and cross-platform game API called 
SdlDotNet it is less than a perfect gaming solution. For one thing I've 
heard that Microsoft is trying to take the Mono project's developers to 
court over various copyright issues, and who knows how long C# .NET will 
continue to be supported on Mac OS and Linux. So legal issues would not 
make C# .NET a great solution right now for cross-platform development in 
my personal opinion.
Even for strict Windows development I've had my fare share of problems 
with the language. First, Microsoft released a DirectX API for C# .NET, 
called Managed DirectX, which has a number of bugs and is no longer 
officially supported by Microsoft. Second, in 2007 Microsoft released an 
alternative to Managed DirectX called the XNA Framework which has some 
screen reader accessibility issues. The main accessibility problem is the 
tool they use for building soundbanks, setting up sound properties, etc 
isn't accessible for a totally blind user.  Third, SdlDotNet has the same 
general limitations as PyGame. Last, there is the SlimDX API which is 
pretty good, but their documentation isn't as good as it could be. They 
often have you look things up in the official Microsoft documentation for 
C++ which means you need to understand C++ on some level to be able to red 
and fully understand the docs. There is another sound API, FMODEX, which 
is really good, but if you use it for commercial games it is quite 
expensive to license. Bottom line, C# might be a good language to know and 
use, but it doesn't have a lot of great choices for game programming 
libraries.
There are a few other things about C# .NET you might want to be aware of 
before you consider using C# .NET for game programming. When you compile a 
C# .NET or VB .NET application using Visual Studio .NET it converts your 
source code to something called MSIL, the Microsoft Intermediate Language, 
which gets read and run by the .NET runtime. As a result your application 
can easily be hacked and cracked and reverse engineered by a skilled .NET 
developer. So if you ever decide to create commercial programs you will 
have to purchase an obfuscation tool to scramble the MSIL code so that 
only the framework can read it, but if someone tries to reverse engineer 
the game they get nothing but jumbled garbage in their favorite 
disassembler. From a commercial developer's perspective

Re: [Audyssey] another game programming question

2009-12-15 Thread Thomas Ward

Hi Chastity,
Wow! A lot of questions to answer here. I'll do my best to answer them 
so bare with me as I try to explain things as best as I can.
As far as PyGame goes it is a cross-platform Python wrapper for the SDL 
API that works on Mac OS, Linux, and Windows. While I like the 
simplicity of PyGame and SDL it still leaves a lot to be desired. SDL 
only has very generic input device support for keyboards, joysticks, and 
mice so if you have a specific type of controller with advanced features 
like force feedback support you are out of luck. SDL_Mixer also has its 
drawbacks. A lot of features I use in DirectX such as changing the 
frequency/pitch of the sounds in real time isn't currently available 
with SDL. SDL_Mixer has a software mixer for doing virtual 3d audio, but 
it is not as realistic or as good as the hardware mixing you get with an 
API like OpenAL. As a result PyGame and SDL based games lack features 
that you could get with better game libraries such as DirectX, OpenAL, 
FMOD, etc. Which Python doesn't support to my knowledge. So I wouldn't 
really recommend Python if you wanted to create the next Shades of Doom 
or Mysteries of the Ancients.
When it comes to C# .NET it certainly could be used to create a game 
like Q9, Mysteries of the Ancients, or Shades of Doom. In fact, 
Mysteries of the Ancients is currently written in C# .NET. However, it 
is unfortunately first and foremost a Windows based programming 
language. Although there is a cross-platform framework called Mono and 
cross-platform game API called SdlDotNet it is less than a perfect 
gaming solution. For one thing I've heard that Microsoft is trying to 
take the Mono project's developers to court over various copyright 
issues, and who knows how long C# .NET will continue to be supported on 
Mac OS and Linux. So legal issues would not make C# .NET a great 
solution right now for cross-platform development in my personal opinion.
Even for strict Windows development I've had my fare share of problems 
with the language. First, Microsoft released a DirectX API for C# .NET, 
called Managed DirectX, which has a number of bugs and is no longer 
officially supported by Microsoft. Second, in 2007 Microsoft released an 
alternative to Managed DirectX called the XNA Framework which has some 
screen reader accessibility issues. The main accessibility problem is 
the tool they use for building soundbanks, setting up sound properties, 
etc isn't accessible for a totally blind user.  Third, SdlDotNet has the 
same general limitations as PyGame. Last, there is the SlimDX API which 
is pretty good, but their documentation isn't as good as it could be. 
They often have you look things up in the official Microsoft 
documentation for C++ which means you need to understand C++ on some 
level to be able to red and fully understand the docs. There is another 
sound API, FMODEX, which is really good, but if you use it for 
commercial games it is quite expensive to license. Bottom line, C# might 
be a good language to know and use, but it doesn't have a lot of great 
choices for game programming libraries.
There are a few other things about C# .NET you might want to be aware of 
before you consider using C# .NET for game programming. When you compile 
a C# .NET or VB .NET application using Visual Studio .NET it converts 
your source code to something called MSIL, the Microsoft Intermediate 
Language, which gets read and run by the .NET runtime. As a result your 
application can easily be hacked and cracked and reverse engineered by a 
skilled .NET developer. So if you ever decide to create commercial 
programs you will have to purchase an obfuscation tool to scramble the 
MSIL code so that only the framework can read it, but if someone tries 
to reverse engineer the game they get nothing but jumbled garbage in 
their favorite disassembler. From a commercial developer's perspective 
.NET based languages are something of a security risk.
Personally, I have come to believe the one and only true option for game 
development is good old C++. Besides myself I know of several accessible 
game developers who also  are now turning to C++. I know that Draconis 
Entertainment is developing a new game engine in C++ that runs on Mac 
and Windows, Philip's Q9 game was written in C++, and a couple of other 
game developers are now looking at C++ for their future games. I think 
several of our audio game developers have tried other things like visual 
Basic 6, C# .NET, Python, etc and found them lacking. The C++ language 
is beginning to take a foothold as the game language of choice for 
accessible game developers, and there are a number of reasons why.
First, there are plenty of free C++ compilers and tools out there such 
as Visual C++ Express, MinGW, Cygwin, etc for example. As a result you 
don't really have a lot of start up costs. If you want to buy books and 
license certain libraries that is fine, but as a rule you can get decent 
tools and libraries for 

Re: [Audyssey] another game programming question

2009-12-15 Thread Nick Helms
Thanks Fill. I'll check those out.


On 12/15/09, Nick Helms  wrote:
> good question! I'd like to take some computer science classes,
> possibly next summer to learn some programming, but I'm not sure with
> language to persoo. I've been told that java is a good starting point,
> but I don't believe I've ever used a program created with java that is
> usable with jfw.
>
> On 12/15/09, Chastity MORSE  wrote:
>> Okay, where can I find a good tutorial for the pygame language that will
>> let
>> me create something simple to start with?
>> Will pygame transfer between windows mac platforms or do I need to make
>> two
>> sets of code for each platform?
>> Which game types will this support: card games, board games and such?
>>
>> Also for more complicated games similar to SOD, MOTA, and Q9, will C#.net
>> work or should I go with C++?
>> I'm looking to try some sort of shooter adventure game in the future once
>> I
>> get the hang of game coding.
>> Will either or both of the C languages work for both Windows and the Mac?
>> How do I incorporate the Sappy TTS into games or is that sort of built
>> in?
>> If not, where can I find the code for sappy voices so that the game
>> speaks?
>>
>> I read that full Python isn't transferable, but so does that mean that
>> pygame isn't either? So, I'm just guessing here, but then it might be
>> good
>> to stick with C++ or C#.net instead of any version of python and stay
>> away
>> from java.
>>
>> Sorry, this email might be a bit confusing to people. I want to try
>> something simpole first like a card, matching, board game or simple chase
>> game. Then, I want to move up to something more complex with enemies and
>> levels, weapons, and randomness so the game plays different each time you
>> start it, that part would be similar to MOTA or Entoomed I guess. I want
>> to
>> find the code and no, I don't mind learning code of most any type as long
>> as
>> the code has some sort of explanation for what it does or where you might
>> put each code.
>>
>> One more thing, can I just start learning code or is there something else
>> I
>> should start with first?
>> Any good links for helpful tutorials and things will be appreciated. No,
>> I'm
>> not looking at java as it seems it isn't very accessible for screen
>> readers
>> and the full python language is all its own and not part of any of the C
>> languages, so that might be out, but I don't know if that's true for
>> pygame
>> as well. So, my options seem to be C++ if its still supported since
>> Microsoft came out with the C#.net, which is the other option. I also
>> would
>> like the games to speak for themselves, if possible and that seems to
>> require some version and code for the Sappy TTS voices.
>> Thanks to all:
>> Chastity
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
>
> --
> I am not stupid.
> I just do dumb things!
> Theodore Jonson
>
>
> website: Nickhelms.net
> sip phone number: 360-526-6509
> twitter: Nickster919
>


-- 

Nick Helms
"I will not lie, cheat, or steal, or tolerate those who do."
 twitter: Nickster919

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Re: [Audyssey] another game programming question

2009-12-15 Thread Nick Helms
good question! I'd like to take some computer science classes,
possibly next summer to learn some programming, but I'm not sure with
language to persoo. I've been told that java is a good starting point,
but I don't believe I've ever used a program created with java that is
usable with jfw.

On 12/15/09, Chastity MORSE  wrote:
> Okay, where can I find a good tutorial for the pygame language that will let
> me create something simple to start with?
> Will pygame transfer between windows mac platforms or do I need to make two
> sets of code for each platform?
> Which game types will this support: card games, board games and such?
>
> Also for more complicated games similar to SOD, MOTA, and Q9, will C#.net
> work or should I go with C++?
> I'm looking to try some sort of shooter adventure game in the future once I
> get the hang of game coding.
> Will either or both of the C languages work for both Windows and the Mac?
> How do I incorporate the Sappy TTS into games or is that sort of built in?
> If not, where can I find the code for sappy voices so that the game speaks?
>
> I read that full Python isn't transferable, but so does that mean that
> pygame isn't either? So, I'm just guessing here, but then it might be good
> to stick with C++ or C#.net instead of any version of python and stay away
> from java.
>
> Sorry, this email might be a bit confusing to people. I want to try
> something simpole first like a card, matching, board game or simple chase
> game. Then, I want to move up to something more complex with enemies and
> levels, weapons, and randomness so the game plays different each time you
> start it, that part would be similar to MOTA or Entoomed I guess. I want to
> find the code and no, I don't mind learning code of most any type as long as
> the code has some sort of explanation for what it does or where you might
> put each code.
>
> One more thing, can I just start learning code or is there something else I
> should start with first?
> Any good links for helpful tutorials and things will be appreciated. No, I'm
> not looking at java as it seems it isn't very accessible for screen readers
> and the full python language is all its own and not part of any of the C
> languages, so that might be out, but I don't know if that's true for pygame
> as well. So, my options seem to be C++ if its still supported since
> Microsoft came out with the C#.net, which is the other option. I also would
> like the games to speak for themselves, if possible and that seems to
> require some version and code for the Sappy TTS voices.
> Thanks to all:
> Chastity
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>


-- 
I am not stupid.
I just do dumb things!
Theodore Jonson


website: Nickhelms.net
sip phone number: 360-526-6509
twitter: Nickster919

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Re: [Audyssey] another game programming question

2009-12-15 Thread Philip Bennefall

Chastity,

Being a C++ developer I will perhaps not surprisingly, recommend C++. I have 
heard that C# has some major drawbacks, though Thomas could probably tell 
you better than myself about that part as he has been using .net but is now 
switching to C++. However I can tell you that C++ is definitely a good 
language to work with if you want to write advanced games, and it is also 
compatible with I should think literally every platform that exists as it 
compiles directly to assembly.


As for Sapi speech, you would need to download the Sapi 5.1 SDK from 
Microsoft and learn from that, and probably some online tutorials also. 
Personally I am not a big fan of it for games, I use sound effects and 
prerecorded speech exclusively. Sapi has its advantages such as when reading 
unpredictable things, a user list in an online game is a good example, but 
for your average game you don't really need it. Do keep in mind that this is 
only my personal opinion and a lot of the other developers may or may not 
agree with me, but I feel that Sapi ruins a lot of the atmosphere in a game 
by sounding the way it does. Speech synthesizers are getting better every 
year but they're still nowhere near an actor.


If you wish to start learning C++, I'd recommend visiting www.cplusplus.com. 
It is an excellent resource both for tutorials and reference material. Then, 
once you get the hang of the basics check out www.gamedeve.net, which offers 
a boatload of resources for the novis as well as the pro game developer.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Chastity MORSE" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 15, 2009 10:50 PM
Subject: [Audyssey] another game programming question


Okay, where can I find a good tutorial for the pygame language that will 
let me create something simple to start with?
Will pygame transfer between windows mac platforms or do I need to make 
two sets of code for each platform?

Which game types will this support: card games, board games and such?

Also for more complicated games similar to SOD, MOTA, and Q9, will C#.net 
work or should I go with C++?
I'm looking to try some sort of shooter adventure game in the future once 
I get the hang of game coding.

Will either or both of the C languages work for both Windows and the Mac?
How do I incorporate the Sappy TTS into games or is that sort of built in?
If not, where can I find the code for sappy voices so that the game 
speaks?


I read that full Python isn't transferable, but so does that mean that 
pygame isn't either? So, I'm just guessing here, but then it might be good 
to stick with C++ or C#.net instead of any version of python and stay away 
from java.


Sorry, this email might be a bit confusing to people. I want to try 
something simpole first like a card, matching, board game or simple chase 
game. Then, I want to move up to something more complex with enemies and 
levels, weapons, and randomness so the game plays different each time you 
start it, that part would be similar to MOTA or Entoomed I guess. I want 
to find the code and no, I don't mind learning code of most any type as 
long as the code has some sort of explanation for what it does or where 
you might put each code.


One more thing, can I just start learning code or is there something else 
I should start with first?
Any good links for helpful tutorials and things will be appreciated. No, 
I'm not looking at java as it seems it isn't very accessible for screen 
readers and the full python language is all its own and not part of any of 
the C languages, so that might be out, but I don't know if that's true for 
pygame as well. So, my options seem to be C++ if its still supported since 
Microsoft came out with the C#.net, which is the other option. I also 
would like the games to speak for themselves, if possible and that seems 
to require some version and code for the Sappy TTS voices.

Thanks to all:
Chastity

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