Guys Can I Ask You Something?
Well i have a basic app framework i wrote that gets me started on DirectX applications quite quickly.
It:
- Wraps window creation
- Wraps D3D device creation
- Provides an application loop in a Finite State Machine style
So my question is:
If you have written your own app framework that you use regularly to get urself started, what does it do ( in terms of how i have said above ). If you havnt written one what basic features of a framework would you like to see in something you may use.
Note that by framework here i mean the bare essentials, nothing special. Nothing like a scenegraph.
Well if u can provide any insight it would be greatly appreciated. The reason for my question is that i have learned new deisgn patterns and have come up with new ideas so i would like to rewrite it.
Thanks,
ace
heh.
I dont really have a framework yet. so right now i just copy paste teh code for getting a windows window out. And go from there. Mostly becouse of school and after school i already have a few projects so i dont really need to create new projects again. aka no need for framework.
happy? *pats ace_lovegrove on the head*
I dont really have a framework yet. so right now i just copy paste teh code for getting a windows window out. And go from there. Mostly becouse of school and after school i already have a few projects so i dont really need to create new projects again. aka no need for framework.
happy? *pats ace_lovegrove on the head*
No, you can't ask us anything. From this moment on your question asking privileges have been revoked. Consider this your last and only warning.
Quote:Original post by ace_lovegrove
Well i have a basic app framework i wrote that gets me started on DirectX applications quite quickly.
It:
- Wraps window creation
- Wraps D3D device creation
- Provides an application loop in a Finite State Machine style
Win32 and DirectX are the only API's I've used where this is necesary. Using SDL, the things you mention require only ~5 lines of code for 2D, and even if you are doing 3D with OpenGL it only takes ~20 tops.
So I have no real need for a framework.
Heh, I was going to reply, but couldn't form a good reply so early in the morning...
Anyways, I don't have a framework per se, but here are the things I migrate from project to project these days:
- A rendering system.
This is similar to the device wrapper you describe, but also sets up a scene graph sort of thing [although only for 2d]. Allows for generic keybinding and text input. Does image loading/rendering, text rendering, a drop down console, some simple lists, some simple particle effects.
This only does generic "display image here", "display text here" sort of things, and defines a unified interface to render objects. The actual game builds off of and uses this basis.
- A timer setup.
Just simple time triggered events.
- A [terrible] logger.
Which can be used in place of the drop down console for output.
- A server/client text networking class.
Because setting up buffering and connection handling each game is tedious.
The actual windows initialization code is cut/pasted as needed.
Anyways, I don't have a framework per se, but here are the things I migrate from project to project these days:
- A rendering system.
This is similar to the device wrapper you describe, but also sets up a scene graph sort of thing [although only for 2d]. Allows for generic keybinding and text input. Does image loading/rendering, text rendering, a drop down console, some simple lists, some simple particle effects.
This only does generic "display image here", "display text here" sort of things, and defines a unified interface to render objects. The actual game builds off of and uses this basis.
- A timer setup.
Just simple time triggered events.
- A [terrible] logger.
Which can be used in place of the drop down console for output.
- A server/client text networking class.
Because setting up buffering and connection handling each game is tedious.
The actual windows initialization code is cut/pasted as needed.
Quote:Original post by ace_lovegrove
Well thanks for the replies, greatly appreciated.
errm.. it was only like 2hs between your inital post and you complaining, its not out of the ordinary for posts to go 5 or 6 hours without getting a reply, so complaining after only two when you havent asked a specific question just for insights makes you seem a bit.. well.. whiney.
As for the orignal question, i've got a whole library setup for making and controlling windows which i use in every OpenGL program I make and another lib with some simple helpper functions in as i got sick of copy and pasting them around the place. As the main loop in all my test programs just needs to work the message pump after window creation and setup all i ever have is a while loop which checks to see if the window has been closed and then quit if so.
Quote:Original post by _the_phantom_
errm.. it was only like 2hs between your inital post and you complaining, its not out of the ordinary for posts to go 5 or 6 hours without getting a reply, so complaining after only two when you havent asked a specific question just for insights makes you seem a bit.. well.. whiney.
hmm maby he is just bored or lonly or both?
I wrote (and rewrote several times) a little library. It handles creating an openGL window, or creating a rendering context in a control. It has no message loop or anything, I pass it the WNDPROC when I call it. Basically just saves me typing of all the window and opengl init stuff. It also has a vector class, and the beginning of a matrix class.
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