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Do you use the DirectX Common Files?

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The common files are created by the DirectX8 AppWizard for MSVC6. They deal with a lot of lower level things, making programming as easy as itcan be. I really like those files. The d3dapp.cpp provides 2000 lines of initialization, enumeration, validation, and error checking, so I don''t have to write it myself. Do you use it? Why/Why not? ----------------------------- The sad thing about artificial intelligence is that it lacks artifice and therefore intelligence.

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Nope, I''ve never used it. I feel it prevents me from learning to do initialization, enumeration, validation, and error checking myself, which, in the long run, becomes the roots of a very lazy programmer.

----
Herb M. (mdfmKoRn)
www.sky-meyg.com
s3202@attbi.com

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Sure I use it.

After having read it carefuly I have modified it about 40%
to add/remove/modify stuff.
and now it''s a part of my code wich allow me to change res
and all the stuff that allow normal game.

It''s solid like a rock and contain stuff that I would never
think about without it.

Use it or not but at least STUDY d3dapp carefuly
its a really good base to learn and do your hown.

A good game is not one with 100% code really homemade... Its a
FINISHED game and doing all yourself is a good way not to finish
it.

two euro

Dan

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mdfmKorn: Dont be such an hardass. It is the ideal way for beginner DirectX coders to start out. They learn the basic stuff about DirectX and how to do all kinds of funky stuff, and when they know more or less what goes on inside, they can learn how to initialize everything, etc.
Besides, its all tested code for compatibility and besides, it ought to be reliable enough

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I believe DX learning begins from initialization (and that's how I learned it). Besides, it's very simple really for DX8 - u just choose what u need (screen resolution, graphics format). Enumeration is a lot easier too (compared to previous DX versions). And once you've done that - you save your routine for later use. There are many "basic" things u have to know to do initialization (like D3D texture formats, etc). And if you don't know the basis, how would you work with complex 3D scene structure?


Edited by - Lifepower on January 9, 2002 3:31:17 PM

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*chuckles lightly*

Yeah, ought to be reliable enough...

I like to dig into the roots of things. Eh, I guess I get a little carried away. I know, it''s all really in the style you choose and what your goal is.

I''m not trying to come across as a hardass. I''d make the sorriest hardass, believe me.

----
Herb M. (mdfmKoRn)
www.sky-meyg.com
s3202@attbi.com

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I use a pretty seriously modified version of the common files, not the originals.

I don''t consider it a "black box", just "prewritten code".

-----------------------------
The sad thing about artificial intelligence is that it lacks artifice and therefore intelligence.

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I think it''s ok to use DX Common Files if you already aware of what''s happending there, etc. Still, I prefer using my own routines since if something goes wrong, there''ll be nobody to blame except me

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There is absolutely NOTHING wrong with using an existing skeleton to work off of. The common files provided by Microsoft, can be used as a basis for designing a full engine.

It doesn''t mean you''re using it because you''re "lazy".. that''s a really horrible point of view. You use it to help for 2 reasons: A> you want to go through it yourself to learn faster what they have done, or B> you already know the basic initializations of DX, and would like to get down to the real programming already. Why rewrite code that you would wind up writing similar the same yourself, if you know it.

I''m not saying to just use it if you don''t know DX all that well, but if you have been coding DX for awhile, it makes it easier to have something to work off of.

-Zawinul

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