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Posted 28 Mar 2015There are several different ways to use C++ to make games including SDL, DirectX, and OpenGL. I would certainly not recommend DX or OpenGL as a beginner unless you are really solid with C++ and ready for a challenge.
I think there are a lot of options out there for 2D and probably several good options.
Posted 27 Mar 2015If you don't know this already, use TelNet from the command window to test with. It's a working client that will allow you to get the server code working before you deal with the client code. When you know what the server needs, after having built one, you'll be in a better position to build a client.
You'll also learn that Telnet basically does nothing other than connect to a server and send whatever you type to the server's receive buffer. You won't even see what you type(send to the server) unless you have echo on or the server echos it back.
Posted 26 Mar 2015Did you check out this. I put it as an edit into my last post but you may have missed it since it was an edit. I'm betting it is the answer you're looking for. Sounds like there is a bug(?) in glOrtho() or at least something a bit bizarre going on. Read that and let me know if that does the trick?
Posted 26 Mar 2015I'm looking at your original post. Have you double checked the coordinate system is the same from beginning to end. If it's not all sorts of bizarre things could happen. I've heard OpenGL is always right handed (which is why I choose to do RH in DX although it supports both.) If glOrtho() is ignoring the far clipping plane, it sounds to me like the problem is not the projection matrix but something else. If the coordinate system were backwards some place then maybe it's getting the near clipping plane as -1? That would be behind the camera and it might see that as infinite.
Also, you might want to consider if it is row major or row minor on your matrices. Since you're rolling your own, there is an opportunity to mess that up and have one matrix be one and the next the other which would cause major problems.
Sounds like the glMatrixMode has to be set to GL_PROJECTION.
Check this out. It sounds promising. I'm still reading through it.
Posted 26 Mar 2015Wow. I can't believe OpenGL leaves you hanging like this, but apparently it does; why would you want to roll your own projection matrix ever? I would think that would be one of the first things they would build in. The math is a bit ugly too.
I just did a YouTube video on matrices and gave a few minutes to projection matrices. I really glossed over the topic because in DirectX creating those is all done for you. When I was trying to put together the video, I searched for the math you need to put in the matrix and found about 6 different conflicting answers. I didn't see a need to get into it much further since in DX it's mostly just an academic thing.
Anyway, I've found a couple things that might help. This seems to get into the math pretty good. This claims to have a working code example. I'm not doing OpenGL, and so I can't tell if any of this is valid. This second example appears to be exactly what you have except it is returning a Matrix4f instead of presumably setting a member variable of the class. Otherwise it looks identical to me.
Is glm::ortho() not an option?
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