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e.fortier

Member Since 21 Dec 2012
Offline Last Active Mar 11 2016 02:01 PM

Posts I've Made

In Topic: DirectX 11 and shifting vertices by a half-pixel in 2D rendering.

16 December 2015 - 10:17 PM

After reading the replies, I went back to my code and had a good look over, taking what you guys said. Turns out, I didn't follow proper rasterization rules which was causing all manner of problems in my code.

 

This bit from MSDN might help someone having the same problem:

 

"Non-antialiased line rendering rules are exactly the same as those for GDI lines."

https://msdn.microsoft.com/en-us/library/windows/desktop/dd145027(v=vs.85).aspx

 

Thanks!


In Topic: Lighting a 2D RPG, tile-based, top-down game. So confused.

26 November 2015 - 09:58 PM

Thanks for the suggestions guys.

 

I moved my rendering from DX9 to DX11, and oh my, how different it is. As soon as I'm done with the basics I'll get back on track with the lighting and investigate what you guys proposed.

 

It's taking me several days to put back in what was in D3DX9. I could use like, DirectXTK, but I want to learn and stay lib-free.


In Topic: How to cope with code in different languages?

27 October 2015 - 09:01 PM

Thanks a lot for all the replies!

 

@Alberth, Thanks for the extensive post. I made my decision and will continue on my current path of doign the engine in VS C++ and the editor in Delphi. I do have Rad Studio, so I can use C++ Builder in time to start the conversion.

 

@ryan20fun, I'm using the unmanaged version of Delphi, so AFAIK, pinvoke is out of the question. But hey, I know very little about it and I need to look into it. Thanks.

 

@WozNZ, huh, I havent heard about Oxygen in years! I'll take a peek and see where they're at. Thanks!

 

@SmkViper, I always tried to stay away from .NET and WPF, but it is so widely used that I should take a look at that since I have Vs. Thanks mate!

 

@alnite, My problem with Delphi/Rad Studio does not stem from the codebase in general, but rather the way Embarcadero is taking the product as well as the quality of the IDE itself. I have the IDE crash on me at least once a day. I end up chasing quirks deep in the VCL source, or rattling my brain trying to understand their Direct2D implementation since the docs are not that amazing. And frankly, as someone that has decades of programming experience but just trying to finish my first big game project, Pascal is not the way to go.

 

Please dont get me wrong. I love Delphi, but it will never match VS in term of power. I just watched a video on the new DirectX debugging features of VS2015 and I was blown away with how powerful it is and how deep you can investigate. Yet, interface-wise, nothing matches the speed at which you can pump out native Win32/64 apps.

 

Embarcadero isn't the same since Nick Hodges left...

 

And alnite, you're totally right, a game doesn't have to be written in C++. But I believe that using Delphi will make things more complicated. The first time around anyways!

 

Thanks all!


In Topic: Properly managing abilities/spells

10 July 2015 - 01:19 PM


This worked a lot better for me. Each ability/spell has its own small piece of code, easily maintained. Thought, as you have already mentioned, adding or modifying stuff in your core game could result in some refactoring. To ease the effect, I would recommend to add some utility/proxy funcitons which encapsulte some often used functionality. With some proper design, changed in your core game will hopefully target only these utility functions, reducing the refactoring efforts a lot.

That seems the best way to go. I'll continue on that route and will post my findings once I get something done.

 

Thanks a lot for taking the time to reply.


In Topic: Slower ID3DXSprite:Draw() on non-aligned source rect position/size

27 January 2015 - 09:43 AM

Thank you both for the replies.

 

I've been searching a bit more and it does seem like this issue is a thing of the past.


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