Members - Reputation: 124
Posted 15 November 2012 - 09:50 AM
Crossbones+ - Reputation: 9610
Posted 15 November 2012 - 11:58 PM
Other than that, no, I do not believe there are any ready-made API's that'll do what you want. There are window capture functions in GDI, but DirectX/OpenGL windows typically evade those (you only get a black screen) and they are not very efficient.
The crux of the problem being that if you want to get a reasonable recording framerate, you need to capture the game's backbuffer, not the global frontbuffer (which is subject to locks and stalls, and is just generally sucky). Of course you can just bitblt the hell out of it, but don't expect the performance to be up to far with software like FRAPS, or to even work properly at all.
Edited by Bacterius, 16 November 2012 - 12:00 AM.
The slowsort algorithm is a perfect illustration of the multiply and surrender paradigm, which is perhaps the single most important paradigm in the development of reluctant algorithms. The basic multiply and surrender strategy consists in replacing the problem at hand by two or more subproblems, each slightly simpler than the original, and continue multiplying subproblems and subsubproblems recursively in this fashion as long as possible. At some point the subproblems will all become so simple that their solution can no longer be postponed, and we will have to surrender. Experience shows that, in most cases, by the time this point is reached the total work will be substantially higher than what could have been wasted by a more direct approach.
- Pessimal Algorithms and Simplexity Analysis