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Endurion

Member Since 21 Feb 2002
Online Last Active Today, 04:45 AM
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Topics I've Started

Aspect ratio vs. display ratio

09 February 2014 - 12:29 AM

Hi all,

 

Recently esp. laptops display get wider and wider, and I have some problem getting a proper ratio done. I'm using DX8 or DX9 (yes).

 

My laptop for example lists 800 x 600 as a valid mode for fullscreen. However when I set it the display size doesn't match the mode ratio. The display then stretches the 800 x 600 to look like 1200 x 600 (exaggerated for explanation purposes).

 

I managed to determine the laptops native mode (which would obviously the ideal resolution for itself, but not for the game). Comparing the ratio of that resolution with all other listed there's NO single other mode that matches the ratio.

 

What is the common way to work around that?

 

For a 3d game I'd use native mode and calc black borders on the left/right or top/bottom side to keep the ratio clean.

For a 2d game it's even more annoying. I'd have to find a suitable scaling (a plain factor is required), translate the wanted ratio to the virtual ratio and apply borders as well.

 

Is that really the way to go about this?


IOTD - Edited image, now gone?

10 June 2012 - 11:36 AM

I submitted an entry for IOTD, and per request exchanged the images with higher resolution.

Now the main IOTD forum (and IOTD display) doesn't show the image anymore, only a red cross. I can't seem to do anything about that, exchanging the main image doesn't change anything.

Help?

Script error in IOTD page

05 June 2012 - 01:54 PM

Had these after quoting a comment on a IOTD (Soulless):


[b]Warning[/b]: Data missing in classes_like_composite::add in [b]/var/www/gamedev/admin/sources/classes/like/composite.php[/b] on line [b]477[/b]

[b]Warning[/b]: Relationship ID missing in classes_like_registry::getKey in [b]/var/www/gamedev/admin/sources/classes/like/composite.php[/b] on line [b]143[/b]

C#, External Commands

13 August 2011 - 09:14 AM

I'm working on a C64 IDE (C#, C64Studio). Most of the common stuff is down and working nicely. I'm using .NET 2.0 with C#, Visual Studio 2008.

I've hit a snag I'd like to overcome:


I'm trying to implement pre, custom and post build scripts analog Visual Studio. The plan is to have a command script (one or several commands) which need to be processed. If one command fails skip the following commands.


My first attempt was to use System.Diagnostics.Process with cmd.exe, /K as startup arg and feed the commands per StandardInput. That works fine, however I don't notice if any one of the commands fail. I obviously get the result of cmd.exe itself.


If I use every line by itself the basic commands won't work (because they're implemented by cmd.exe, not as standalone files).



How would one go about this? I want the result of every single command and be able to capture output and error streams.


I could try to analyze the commands and if the common "copy" or other commands appear redirect them to cmd.exe, but that sounds rather fragile.

DLLs, classes and VS versions

19 January 2011 - 12:59 PM

I've been using VS 2003 C++ for quite some time and built an engine framework via plugin Dlls. This lets me exchange DX8, DX9 fixed function, DX9 shaders, OpenGL renderer without the main game noticing.
This worked very nice. I export one function returning an instance of the class. I did use non POD types in the exported classes methods. Since I have control over both Dll and main app I never had problems with that.

Now I've got Windows 7 and VS 2003 doesn't work cleanly anymore. I'm trying to move to VS 2008 but have real problems getting the framework to run as smooth as it did before. I had the automatic upgrade convert both projects (engine and game) to VS 2008 and I get crashes during startup. The crashes seem to be related to the interfaces not matching, but they should.

My question:
Does anyone have any experience with this scenario?
If I compile both engine and game Dlls with the same settings I should be able to use non POD types without problems as far as I know. Also mixing Debug and Release should not pose any problem (mixing that worked fine with VS 2003).

What's recommended? Rebuild the projects from scratch with VS 2008? Or try to refine all the interfaces to pure interfaces (which is frankly a lot of work and also adds a lot of unneeded conversions)?

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