Hot answers tagged api
18
Language: C was predominant, but C++ was around and used.
Dev tools: Development environments included those from Borland and Watcom (almost unheard of today) among others. Both Borland and Watcom had their own compilers and their own IDEs. Borland was by far the most popular in general, though Watcom had a reputation for producing faster compiled ...
12
In most cases these problems would fall into the category of "undefined behavior" (not in the C++ sense, but in a more broad understanding).
What you'd be doing is essentially circumventing the abstraction provided by MonoGame (as an example, this of course applies to basically any such higher-level API). In doing so, you can cause class invariant ...
6
I'm not sure about OpenGL but DirectX allows you to over write the default left-handedness therefore it wouldn't matter. As you've said, it's "nothing but" a convention, and at least DirectX allows you to work with both. Conventions do not matter by themselves, the only problem is that you need to be consistent with your choice. Mixing two such systems leads ...
4
The problem is more complex than simply exchanging out EGA for VGA.
In fact, the VGA interface is what grew out of the EGA interface, which grew out of the CGA interface, which grew out of the MDA interface, which is why you see the interrupt call schemas as so similar.
Basically the idea was "here's interrupt 0x10... and a few simple functions for setting ...
4
As a completion to Sean's post, since you mentioned Doom: there is a nice blog by Fabien Sanglard, who made a review on the part of code used for making Doom (the one from 1993). The review is here: http://fabiensanglard.net/doomIphone/doomClassicRenderer.php
PS: The blog has a lot of Doom/Quake-related code reviews, and it's a nice read for a game ...
3
It doesn't matter in the sense that the handedness is arbitrary; either way works fine so they just picked one. They only "force" their way on the user in the sense that they had to pick something so they went with that way.
However it does matter in that you need to be consistent about what the numbers mean; it doesn't matter what decision was made ...
3
I agree with Josh's answer fully but I'd like to add some thoughts.
The purpose of MonoGame is to bring the XNA API to many platforms. If you are using OpenTK directly you are restricting yourself to only those platforms that support it. Therefore, you could loose one of the main benefits of using the abstraction.
If you find yourself wanting to do ...
2
With regards on how to mitigate the problems arising on combining those two ideas:
MonoGame is open source, modify it directly and you don't need to worry about problems from using both.
If you think you need additional stuff in it, then by all means: create a fork. Use that base code and add yours on top of it. Recompile MonoGame and there you go. This ...
2
FMOD is practically an industry standard. Wwyse is also gaining a lot in popularity. They both support a wide variety of platforms. You can get high-quality 3D sound and advanced sound effects on every single worthwhile platform today, with hardware acceleration when available.
There are close to no large commercial games that lack 3D audio and effects. ...
2
1) The aiNode struct is defined in the Assimp library. Here you can find it its definition on the official documentation:
Public Attributes
aiNode ** mChildren // The child nodes of this node.
unsigned int * mMeshes // The meshes of this node.
aiString mName // The name of the node.
unsigned int mNumChildren // ...
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