The MS Windows Game Programming Web Page!

Hi all. This page is no longer maintained, but you can go to the new and improved Creating Hot Games Pages
Programming HOT new games for MS Window? Wow, really? I didn't think there were too many of us. Well, (that's a deep subject) here a collection of tools, tips, and tricks to help you get started or keep you heading in the right direction. Feedback on this page would be greatly appreciated. If your company provides a Windows game development tool and you'd like to add a link to it form this page, just drop me a email. As will most web pages, this page is always under construction.

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-= Links To Game Tools =-

WinG (Microsoft)

WinG version 1.0 provides fast DIB-to-screen blts under Windows 3.1, Windows for Workgroups 3.11, Windows 95, and Windows NT version 3.5. WinG will not run on Windows NT version 3.1 or on earlier versions of Windows. WinG requires a 386 or better processor to run. WinG will not run on a 286.
ftp://ftp.microsoft.com/developr/DRG/Multimedia/Jumpstart/WING/WinG/

Static

A WinG Sample Application Written by Robert B. Hes. This is a very quick sample application that illustrates what could be considered a 'minimum' WinG application.
ftp static.zip (28k)
Personal Evaluation: If you're making the next Doom for Windows you need WinG. It allows you to blast bitmaps to the screen much faster then the generic windows API. Any game the requires fast draw needs this.

WinDirect (SciTech Software)

The SuperVGA Kit also includes SciTech Software's WinDirect technology for writing full screen Windows applications using VBE services. WinDirect allows Windows 3.1 applications to shut down the GDI and obtain direct access to the hardware. Then you can start any VBE video mode that you desire for maximum performance (like UniVBE's new 320x200/240/400 8 bit modes or perhaps 320x240 15/16 bit modes) with full hardware double buffering and linear framebuffer support. Not only that, but when VBE/AF is complete you will be able to write full screen VBE apps that include full Hardware acceleration! (The SuperVGA Kit, Copyright (C) 1992-1994 SciTech Software)
For more info: svgakit.txt
For the WinDirect SuperVGA kit, ftp://ftp.scitechsoft.com/devel/svgakt51.zip (309k)
This next archive contains the pre-compiled example programs for the SuperVGA Kit archive, including the SuperVGA Kit for Windows demo program using the new WinDirect technology.
ftp://ftp.scitechsoft.com/devel/svtest51.zip (228k)
Personal Evaluation: WinDirect is a substitute for WinG. If you're writing fluid motion games for those poor unfortunate fools still using 386's and slow 486's, you'll need to lower the screen resolution so you still get enough frames so it doesn't look like you're walking through molasses. WinDirect is also nice if you are porting a game from DOS since WinDirect makes the graphics behave more like DOS then windows. Personally I don't think windows games should run fill screen, but it's here if you want it.

Wavemix (Microsoft)

The wavemix DLL is a utility that allows multiple wav files to be played simultaneously. It is designed to be as simple to use as possible but still have the power to do what is required by games. The DLL supports 8 channels of simultaneous wave play, the ability to queue up waves along the same channel and wave completion notification. The wavemix DLL currently supports 11.025 Khz, 22.05 Khz and 44.1 Khz 8-bit Mono and Stereo. Wave conversion from the file format is done automatically to the output sampling rate when the file is opened. The default sampling rate is set in wavemix.ini. See wavemix.ini for details. 16 bit files are converted to 8-bit when the wave is loaded.
Microsoft's Wavemix Info
ftp wavemix.zip (296k)
Personal Evaluation: If you want cool sound you need this. It makes playing multiple waves a the same time a piece of cake. It has a few file format limitations but other then that it's awesome. It allows multiple game application to mix waves at the same time, not that I can think of a reason why you'd want to do that.

-= Information Sources -=

"Writing HOT Games for Microsoft Windows," a handbook that includes technical information and advice by Microsoft for game developers.
GameSum.doc (Word 6.0 Format 217k)
GameSum.txt (Text Format 85k)

-= Compilers =-

Microsoft Visual C++, Borland C++

C++ is the only language for serious windows game developing right now since it is where nearly all the good tools are. I've use Microsoft's C++ for all my Windows programming, mainly because it's the one I learned first and is more available at my location. In my mind both products are equivalent in almost every aspect. Borland's is a little more abstract from the Windows API which can be a good or bad thing. Microsoft built Windows so they have a little more inside information for VC++.

Microsoft Visual Basic

VB is a good choice for simple games like checkers and other things that don't really require speed. Visual Basic is easier and faster to develop then C++ but just doesn't make speedy games.

Delphi

I haven't had a chance to play with this, although I've gotten pile of propaganda in the mail telling me how great it's going to be. Game Developer Magazine gave Delphi a rave review.

-= Newsgroups =-

Discussions about WinG, WinDirect, and other graphics questions: comp.os.ms-windows.programmer.graphics.

Discussions on Midi, Waves, and Video: comp.os.ms-windows.programmer.multimedia

General games discussions: rec.game.programmer


-= Great Creations =-

BIG's Cyclotron

Chris Nielsen's 200+ Windows Game Collection


-= Windows 95 =-

Windows 95 is going to offer many wonderful things for game programmers... Key words: "going to". Right now all I have is a few links to some places to get information. Hopefully I'll have a chance in the next few months try these things out...

[STRA994C.GIF  474bytes ] Multimedia for Windows 95. Here's some information about all the wonderful things Microsoft says you can do with Windows 95. Topics include: Support for Games and 3-D, the Windows Game SDK, and Reality Labs. The information is very non-technical, but it shows how Microsoft plans to support HOT games for Windows 95.

The Windows 95 Game Software Developers Kit (SDK) offers game developers new tools and technology to help create high-performance games. The Game SDK provides the following functionality:

OpenGL is part of Windows NT currently and will be incorporated with Windows 95 soon. (hopefully really soon!) Dive Labs makes Amber, a virtual environment development system. Amber is a set of C++ classes which enable developers to create complex distributed virtual environments on multiple platforms. The shareware version of Amber for Windows NT is available NOW.

Comments, suggestions, pointers, more tools, and free test games and free test games and free test games and free test games greatly appreciated. Mail To:Tod_Semple@hmc.edu


This page created and maintained by Tod Semple and was probably last updated on 9/29/95.