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Member Since 16 Oct 2000
Offline Last Active Oct 12 2016 09:36 AM

Posts I've Made

In Topic: No vsync without Aero composition; cannot turn on Aero on CreateDesktop() mad...

05 March 2013 - 01:38 AM

I think I know ....


On the 26th Microsoft put out an update that made the Windows 7 desktop work like the Windows 8 desktop.


Basically, DWM always runs.  It cannot be turned off now.  Also, the whole display is rendered with DirectX.


I have been looking into this stuff because I use Fraps to record my desktop.. but that no longer works :(


See if anything here helps



good luck

In Topic: Header Organization Advice please ?

13 December 2012 - 12:11 PM

Thank you very much SiCrane... I read that and it helps a lot.
I have had to reorder headers at times to make things work, and now I understand why :)


In Topic: Game Component Architecture

13 December 2012 - 10:42 AM

Hey, I was just reading this and it made me think of an article I have here in Game Programming Gems 4. The article is called "Effient MMP Game State Storage" by Justin Quimby from Turbine Entertainment Software.

The basic idea of the article is representing entities using what he calls a "Qualities System"
He uses "Key - Value" pairs to represent a set of default settings for, say a zombie... and then when a modified zombie is spawned only the things that are different are added to the zombies "local" settings structure.

I'm not sure if this article can be found online, but if you can find it it could be very helpful. I keeps memory costs low, and seems really good.

Contact me via PM and I can see what info I can send or share that came with this book.

Hope this is helpful


In Topic: File IO

14 August 2012 - 02:05 PM

I'm not a pro, but I would suggest not throwing that exception. You can gain some good debugging info if you print out a stacktrace.
Also, by dealing with the exceptions at the lowest level you don't have to keep throwing them... they will trickle right to the top of your code if you're not careful

Hope that helps somewhat.

In Topic: Use a Window Lib or not?

25 October 2011 - 09:07 AM

Since your using OpenGL another option would be to use SDL for windows/input etc. SDL can handle your input, which would be significantly better than using DirectX's Direct Input with OpenGL. SDL is also cross-platform and goes well with OpenGL.

Thanks for the reply....
I guess I should have been more clear, by Direct Input I didn't mean Direct X... I meant the Raw Input API. I am just wondering if using something like gflw or SDL or even SFML is just adding a another layer to my code.

I plan for this to be a retail app at some point, and want to make sure I am starting off on the right foot.

As for doing things manually, it's ok... I don't mind doing that. To this point I was using glfw, and I noticed a post here by someone saying that there was a bit of delay before their window was ready, I have noticed the same thing with my code as well, so I thought now would be the time to get some input on game libraries, and how others are making use of them in production projects.



PS: Is OpenAL still really good for audio? I notice it hasn't been updated in a while.... It's what I planned on using, is there something better ?
PPS: I just did some research, I see openAL has gone proprietary and there is a software opensource version now. I am looking into FMOD, and it looks very promising. I think I may give that a try.