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stodge

Habitat Game Engine v0.0.3 demo - comments welcome

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Alrighty! Another major release. I''ve finally fixed the major bug in the GUI system that was annoying me! So the fixes (from memory are!): - pop GUI by name - fixed a silly bug in the timer system - removed version numbers for individual managers. Now only engines are versioned - fixed minor bug in log message generated when initialising the game engine - now using Unicode when entering text into a text field. This has made the GUI code much cleaner, though it still needs some work - now using key repeat when entering text into a text field (this may change if I find it reduces performance too much when not using the GUI; i.e. when moving the camera) http://prodigy.openglforums.com/downloads/HabitatDemoFull.zip So the plan for the next release is: - decide between rendering bitmaps for GUI frames and borders, or use a Decorator-like design pattern that you can configure in the main application. The current GUI is very inflexible (i.e. no theming) and ugly - complete the text field (and console input) component - find a new music composition for the demo Comments are welcome as always! Thanks

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How do you make the cursor able to go in and out of the window? I''ve been trying to do that but it doesn''t work. Thanks.

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You mean the application window? I''m using SDL for input, so I''m not doing anything special. If you didn''t mean that, then I don''t understand your question.

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What do you use to draw the cursor? I''ve been trying to draw a custom cursor using Direct3D but can''t get it to draw right.

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I''m not drawing a custom cursor. This is an OpenGL engine by the way, so there''s no DirectX support.

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If you really want to get fancy, allow some sort of very simple script that determines how to draw elements of the GUI. Then you just run those scripts and allow them to be changed.

~CGameProgrammer( );

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quote:
Original post by CGameProgrammer
If you really want to get fancy, allow some sort of very simple script that determines how to draw elements of the GUI. Then you just run those scripts and allow them to be changed.

~CGameProgrammer( );




I''m thinking of doing that but in the C++. Either using a decorator of sorts, or by rendering some Gui components as quads (e.g. a frame).

Thanks for your suggestion

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The gui interaction was very slow. I was only getting 17fps on my pentium 3 750Mhz. What a shame.

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It was perfectly fine for me with a similar CPU but the video card is more important. Besides using OpenGL for the GUI, the program also renders a 3D cube. What''s your 3D card?

~CGameProgrammer( );

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quote:
Original post by gregd
The gui interaction was very slow. I was only getting 17fps on my pentium 3 750Mhz. What a shame.


What''s your graphics card? I have a P3-700 + GeForce 2 GTS and I get 300+fps in 800x600x32 and 500+fps in 640x480x32.

Can you post the portion from the log about the OpenGL renderer?

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