• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.

Archived

This topic is now archived and is closed to further replies.

Lerc

Best way to draw a 16 bit dib

1 post in this topic

What is the fastest way to reliably place a dib onto the screen?

Windows has a whole heap of ways to achieve this.

BitBlt works, and works well on some systems. but appallingly on other systems. On a system with an i740 it took 1.5Million clocks to put the 640x480 dib onscreen. On my system (also an i740) it takes 3.5M clocks.
On one system however it takes 37M clocks to do the blit.

All blits are going onto 16 bit displays. I can only assume that diffent drivers and different bit orderings affect the speed greatly.

is SetDIBitsToDevice any better or more consistant. How about DirectDraw functions.

I'm pretty much only going to be rendering into 565 RGB color. I'm prepared to render directly into a directdraw surface only if I can be guaranteed a 565 Surface.

If I cant't be guaranteed a 565 Surface then I'll render into system memory. Does DirectDraw provide any blit functions to to the bit remap faster than BitBlt.

Any help/comments would be appreciated.

0

Share this post


Link to post
Share on other sites
You can't rely on 565 - the HW sets this, and most gfx boards support either 555 or 565, but not both.

Bitblt sucks big time, DX is generally faster and lets you decide for yourself if you wish to use HW blits in video mem, or SW in system mem.. DX essentially gives you a pointer to a chunk of memory, and the rest is up to you.

The penalty for the fast display access is the need to deal with pixel formats etc., but it IS well worth it...

/NJ

0

Share this post


Link to post
Share on other sites