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Mail Archives: djgpp/1996/10/24/12:49:27

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


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