Making Games for Linux

Making Games for Linux

Post by Robert A Da » Sun, 02 Apr 1995 04:00:00



Hello..

   I'm interested in making games for linux just for fun and because I
have alot of free time on my hands since I quit sleeping..
I have DOS assembler and C (some C++) programming experience.  I was
wondering if there was any documentation for coding on linux. For
example, one thing I don't know how to do is get the video mode into
13h, if there is even such a thing in linux, and how memory is handeled.
If someone could please point me in the right direction, that would be great!
Also, if anyone is interested in helping me, that would be cool too!
Thank you for your time.

                                          RoB
                                           =)

 
 
 

Making Games for Linux

Post by Brandon Van eve » Sun, 02 Apr 1995 04:00:00



Quote:>Hello..
>   I'm interested in making games for linux just for fun and because I
>have alot of free time on my hands since I quit sleeping..
>I have DOS assembler and C (some C++) programming experience.  I was
>wondering if there was any documentation for coding on linux. For
>example, one thing I don't know how to do is get the video mode into
>13h, if there is even such a thing in linux, and how memory is handeled.
>If someone could please point me in the right direction, that would be great!
>Also, if anyone is interested in helping me, that would be cool too!
>Thank you for your time.

Read the Linux Programmer's Guide for starters.  It's at:
ftp://sunsite.unc.edu/pub/Linux/docs/linux-doc-project/programmers-guide

If you want to do DOS-type graphics and screen handling, you should
learn about SVGAlib.  That's how you do graphics under Linux if you
don't do X Windows.  In fact, I think the tools for SVGAlib, like
libgrx, are all ports of DOS stuff.

Probably the bulk of Linux stuff gets done under the X Window System,
however.  Learning to program in X is a _significant_ time investment
that will slow you down considerably in the short term, and possibly
even in the long term.  In particular, efficient graphics handling
under X is far from easy.  Learn X if you want the capabilities of a
networked windowing system, or if you want it on your resume, or if
you just have a pure thirst for knowledge.  Don't learn it if you want
to write DOS-type games.

Cheers,
Brandon

--
Brandon J. Van Every        |
Computer Graphics Guy       |    [This space intentionally left blank.]
C++  UNIX  X-Windows  Motif |


 
 
 

Making Games for Linux

Post by Henry Wert » Mon, 03 Apr 1995 05:00:00



Quote:Dale) writes:
>Hello..

>   I'm interested in making games for linux just for fun and because I
>have alot of free time on my hands since I quit sleeping..
>I have DOS assembler and C (some C++) programming experience.  I was
>wondering if there was any documentation for coding on linux. For
>example, one thing I don't know how to do is get the video mode into
>13h, if there is even such a thing in linux, and how memory is handeled.
>If someone could please point me in the right direction, that would be great!
>Also, if anyone is interested in helping me, that would be cool too!
>Thank you for your time.

     Look for information on SVGALIB.  It sounds like this is what you are
looking for -- this provides graphics mode changing, throwing the keyboard
into raw input mode, mouse, raw reading and writing, a few other thingsl like
scrolling and pallete.

Quote:>                                          RoB
>                                       =)

---

for this .sig 8-)
It's reported that Canter & Siegel search for and archive all articles
that contain their names or "Green Card".  This .sig is to help them.  

 
 
 

Making Games for Linux

Post by Bruno Le » Tue, 04 Apr 1995 04:00:00


I have written a library that may be usefull for writing games unser Unix/Linux.

sunsite.unc.edu:/pub/packages/development/graphics/tagl21src.tgz

It's written in C++.
There is a GraphicPort class that can either open a window under X, either
setup svga mode under SVGALib. This is determined at run-time, so that the
same program can work under SVGAlib and X without recompiling.
It can be easily interfaced to C, there is an example in the distribution.

There are higher layers in the library for 3D support.

-- Bruno.

 
 
 

Making Games for Linux

Post by Michael Meissn » Tue, 04 Apr 1995 04:00:00



Quote:every) writes:

| If you want to do DOS-type graphics and screen handling, you should
| learn about SVGAlib.  That's how you do graphics under Linux if you
| don't do X Windows.  In fact, I think the tools for SVGAlib, like
| libgrx, are all ports of DOS stuff.

Note that some versions of SVGAlib don't work on accelerated cards like S3
boards, so any games that use it would be useless to people who have them (like
me).  Since I run under X all the time (except when I fiddle with the
XF86Config file), I tend to view that anything that doesn't work under X (and
works with a 16-bit visual, not just the 8-bit pseudo color crap) as useless.
--
Michael Meissner, Cygnus Support (East Coast)
Suite 105, 48 Grove Street, Somerville, MA 02144, USA

 
 
 

Making Games for Linux

Post by Brandon Van eve » Tue, 04 Apr 1995 04:00:00




>every) writes:
>| If you want to do DOS-type graphics and screen handling, you should
>| learn about SVGAlib.  That's how you do graphics under Linux if you
>| don't do X Windows.  In fact, I think the tools for SVGAlib, like
>| libgrx, are all ports of DOS stuff.
>Note that some versions of SVGAlib don't work on accelerated cards like S3
>boards, so any games that use it would be useless to people who have them (like
>me).

Well if by "some versions" you mean older versions of SVGAlib, that's
not a big deal.  Just tell them where to get the most recent version
of the library.  Or include it on a disk.

Or do you mean that SVGAlib currently doesn't support many video cards?

  Since I run under X all the time (except when I fiddle with the

Quote:>XF86Config file), I tend to view that anything that doesn't work under X (and
>works with a 16-bit visual, not just the 8-bit pseudo color crap) as useless.

SVGAlib could be very useful for performance, especially for non-8-bit
modes.  X has a lot of window managing overhead, and X drivers do not
tend to be optimized for anything over 8 bits.  Just look at DOOM on
SVGAlib vs. DOOM on X - there's a tremendous difference in
responsiveness.

If I were doing a game that didn't require an extensive GUI, I would
definitely consider using SVGAlib for performance alone.  Also, the
Xlib graphics interfaces are a * to program.

Cheers,
Brandon

--
Brandon J. Van Every        |
Computer Graphics Guy       |    [This space intentionally left blank.]
C++  UNIX  X-Windows  Motif |

 
 
 

Making Games for Linux

Post by Warwick Allis » Tue, 11 Apr 1995 04:00:00



>I run under X all the time ...  anything that doesn't work under X (and works
>with a 16-bit visual, not just the 8-bit pseudo color crap) [is] useless.

Agreed.  All I need now is an mpeg player that works under 15bpp (or 16bpp
if I really have to).  There is a version of mpeg2play that runs under 24bpp,
but it is kludgy.  I'm waiting for The Amazing XAnim by Mark Podlipec to
support full MPEG (only I-frames at the moment).

--
Warwick
--

/     * <- Comp Sci Department,
\_.-._/    Univ. of Queensland, POV: http://student.uq.edu.au/~s002434/pov.html
     v     Brisbane, Australia. ME:  http://student.uq.edu.au/~s002434

 
 
 

Making Games for Linux

Post by Warwick Allis » Tue, 11 Apr 1995 04:00:00



Quote:>X has a lot of window managing overhead, and X drivers do not
>tend to be optimized for anything over 8 bits.

I don't think this is true.  I get excellent performance in 15bpp.  The only
difference I notice in 8bpp is all the "cannot allocate colour messages", and  
flashing as apps use private colour maps.

--
Warwick
--

/     * <- Comp Sci Department,
\_.-._/    Univ. of Queensland, POV: http://student.uq.edu.au/~s002434/pov.html
     v     Brisbane, Australia. ME:  http://student.uq.edu.au/~s002434

 
 
 

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