Update

posted in Beals Software
Published July 01, 2008
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Basis of the graphics system is done. So far, it supports textures, effects, and bitmap fonts (generated by AngelCode's bitmap font generator). All of the graphics resources are reloaded when I capture the WM_ACTIVATE message, but I'm thinking of removing this unless debugging is active. It's nice at the moment though; I can change textures out and not have to reload, switch to my effect editor, change it, and then switch back and see the results instantly.

Just finished the audio system. I used Audiere as my base API and wrapped it up. At the moment I've got sound effects (single and multiple), voice overs, and background music. I've chose not to reload audio resources at the moment because 1) it can take a long time (unless streaming), and 2) it can screw up the atmosphere (I'd have to restart every audio object.)

At the moment I've got everything rendering to a texture (via effects) and then that texture is being rendered via effects to the screen. This way I can hotswap between effects like grayscale, sepia, etc.

I'm not going to modulize the rest of the stuff (input and user interface mainly); I'll just implement them via my engine's needs.

I've got some graphics on the screen obviously, but nothing I want to show at the moment. I'm going to try to get the basic system for the game setup before the end of the night, but I'm not sure how that'll go. At least the map system would be nice. I'll let you see what I've got done soon.

I think I've asked this before, but out of curiosity, would anybody be interested in a stand-alone library for rendering bitmap fonts (using AngelCode's files) and a library for gui's (they'd both be tightly bound to Win32 and Direct3D.)?
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