Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Everything posted by Coleco

  1. Coleco

    2D in OpenGL and MacOSX (Cocoa)

    Hey thanks guys!! Those are some good links. thanks again cbmeeks
  2. The search feature is down at the moment so I couldn't easily find the information I need. Anyway, I have a pretty cool "2D using 3D hardware" engine in DirectX 9 for Windows. I also have a Mac and I would like for my project to be cross platform. Now, before people start mentioning SDL or any other cross-platform engine, please note that I have a bazillion hours in my Windows project (including the editors in .NET). So, I'm not really looking for a way to program on one platform and compile for both. Nope. I am doing it the hard/stupid way. On the PC, I am using VB.net for my editor and DirectX 9 (in C++) for the engine. On the Mac, I am using XCode 1.5 for my editor and OpenGL in Object-C for the engine. Why? I am MAD I tell you! hehe Since my project (Metroid Classic) is a 2D game engine, I need some tutorials on using OpenGL for 2D tile-based games. (for the Mac) My plan is to make the data from both editors (on the PC and Mac) in a format that either engine can read. I know this is very difficult but I am damn near completion on the PC end and I have just recently gotten a Mac. What would really be cool is just a tutorial for displaying a sprite. Short and simple that I can build on. That's what I did for the PC. I got one sprite going (using the ID3DXSprite) and went from there. Thanks for any help. -cbmeeks
  3. ah...well, I am a .NET newbie....care to enlighten? I can't seem to find them int he properties. thanks
  4. I am usually pretty good at making sure all of my collections, sprites, textures, etc are freed properly but sometimes I might miss one... are there any good programs out there that might help in locating objects that are created but not properly disposed of at program exit? thanks! cb
  5. ontheheap: how did you get those cool menu effects??
  6. I am writing a map editor that will have multiple textures to pick from. My texture class works well but what I am having trouble with is managing multiple texture classes. basically, I am doing: dim Col as Collection Col = new Collection ... dim tex as clsTexture 'texture class is "clsTexture" tex = new clsTexture tex.ChangeName("grass") tex.LoadTexture("grass.png") Col.Add(tex) That works. However, if I have many textures in the collection, I can't seem to access any of them...for example, how would I scan through the collection looking for a texture named "grass" or "water"? The collection seems to only have "Add", "Remove", "Count", etc. Hope I am making sense...oh, and yes, I googled but to no avail. Thanks!
  7. Hey! Thanks a bunch dude...that is what I needed! New to the .NET stuff. Also, I will check into that FXCop....I guess old habbits die hard. But then again, I've always worked as a one-man programming team at my job and play so my naming schemes have always worked. :-)
  8. Thanks...but now I am stumped on this. I would like to do something like: w = col("grass").GetTextureWidth "GetTextureWidth" is a member of the clsTexture. Does that make sense? thanks!!
  9. Coleco

    Sprite textures

    My guess is that your card can easily handle 4k textures. The 256x256 "optimal size" from Microsoft is probably a generic, "one size fits all" size. I always try to keep my textures in 256x256. But, that's just me cb
  10. First of all, I hope that 189x89 sprite is just for some goofy test...please don't ever use such an odd size...lol Seriously, when you are blitting one large 640x480 sprite, you may be trashing your texture memory...what kind of video card do you have? It may not support textures larger than 256x256 (doubtful). Some code might help
  11. Quote:Original post by Mercenarey Why learn the engineering level, when it is unnecessary to make games? Unless you want to be an engineer on a console yourself, of course. ... Im not saying the lowlevel stuff is not interesting. Of course it is. It is just not necessary to become a game developer. An engineer, yes, but not a developer. Why learn how a transmission works when it isn't needed to drive your car? Why learn how to change the oil when someone else can do it for you? Why learn how to un-clog a sink when a plumber can do it for you? Why? Because you're much better off knowing it yourself and not rely on other people. Plus, you get the knowledge and experience of doing it yourself. Some people are lazy...they want API's and plumbers to do all the work for them. Some people are not lazy. I am one of those kind of people. I like knowing how the stuff works. I like being able to un-clog my own sink but that doesn't mean I have to become a full-fledge plumber. If you don't like it, don't buy it. And as for the newbies, they will either learn from the XGS or they will take a different route. $200 for a console, a book, and the knowledge of developing your own rasterizer is worth the money. Hell, I've spent $70 on a DirectX book before and it didn't come with shit. And for those bashing Andre... Lighten up ok? A lot of us "old-timers" in our 30's actually learned a LOT from his older books and his newer stuff. And so what if this doesn't make you a world-class game developer on the X-Box, ever hear of hobbies? Some people will spend thousands creating model boats and never get into the water...but, they are happy. And the XGS makes SOME of us happy... cb
  12. Coleco

    SCH-A670 development?

    that sucks... oh well, thanks guys
  13. My wife bought me the Samsung SCH-A670 phone. Nice little phone...probably not great for games but maybe something to learn on? There are like 10 games for it total. Anyway, does anyone know how I could develop for this phone? Thanks cb
  14. I have a computer at home, one at work, and a laptop. Sometimes I have a hard time keeping all of the code sync'd and current on every machine. I can't email the code to each machine because with all of my graphics it is too large. Any suggestions? I was thinking about building a CVS server but I don't know how long I will be working at this company and I won't have access to their T-1. Thanks cb
  15. Well, my home machine does have broadband but I don't open it to the world...I guess I could open some ports in my firewall for a CVS but the problem is that it's a family computer and you never know what the kids are doing. :-/ I do like the idea of a portable harddrive. I do have a 64mb thumb drive that I usually use to copy the files to. But with a harddrive, I could just work directly off of it... The only problem with that is that I have USB 1.0 on all machines....I could upgrade my home computer with a USB 2 card but load times would be slow on the other computers... Thanks guys
  16. Coleco

    Sprites and Orthogonal Projection

    Quote:I mean when i save them they are ok, D3DXSaveTextureToFile doesn't crop the textures by itself, does it? The file you saved to disk doesn't have to look like what you see on screen. When you save, you are taking the texture in memory and simply writing it to disk. That's why it looks good on disk. When you view a texture, a lot is going on. Filtering, clipping, blending, etc. Are you zoomed in and looking at a portion of the texture? Can you post some more code? What do your PresentParameters look like? cb
  17. Coleco

    texture question

    Quote:If you have multiple sprites on one texture, it does not matter in the least bit what size they are. All that matters is the texture size Quote:You should be able to grab them from anywhere without worry. I've never noticed any performance hit, so if there is one it's pretty insignificant. Thanks guys...that is what I was actually looking for. I know about the power of 2 of the texture size...I was just wondering about limitations of drawing a piece of the texture
  18. Ok, I know that 256x256 is the preferred texture size and I should use the power of "2"..blah...blah...blah...lol In the old days, when you draw sprites, it was more efficient to make sure the sprite size was in multiples of 16 (or even 8) pixels. For example, a sprite 32x32 was faster than a sprite of 34x32. Ok, here is my question. If my texture size is 256x256 and I am doing 2D drawing by grabbing sections of that texture, when I place my sprite on the screen, does the same "multiple of 16" rule still apply? For example, my texture may have a small sprite that is 20x15 pixels. Do I have to make sure there is empty space around that sprite and make sure it is 32x32? Or, as long as my texture is a power or two, can I grab sprites from anywhere on the texture and not worry about performance? Hope I am explaining this correctly. Thanks
  19. I currently have a Radeon 7500 AGP and am thinking about taking $200 - $250 for a new card. My mobo is the Intel D845WN which only supports up to AGP 4. I will have maybe $500 to spend on upgrades and was thinking of getting a new HD too. 99.9999% of everything I do is DX but good OpenGL support would be nice too. Thanks!
  20. Ok, I am using C# to make a 2D map editor. My application uses MDI child forms. I want to be able to have multiple MDI child forms all with D3D running. That way, I can show multiple maps, etc. The problem is that I can't get D3D to even initialize unless I just use the main MDI parent form. My thinking was to create a D3D device for each form and use the form's "OnPaint" to do my BeginScene, EndScene, and Present. Now, the program crashes when I do the Present on the form. I get a "Unhandled Exception....GraphicException" on my main form near the "Application.Run". What am I doing wrong? I also tried creating one interface using a global application class I created but that didn't work. What is the best way to handle this? Am I correct in trying to create a device for every form? Oh, when I trapped the exception, all I get is a "1401" on the last error message. I can't find what that is. Thanks cb
  21. Hey! That worked...thanks for the help.
  22. Coleco

    best DX video card for $200

    Well, I don't want to get into that "just a little bit more.." lol I want something that will blow the doors off of my Radeon 7500. $300 or more is a little too much because I paid $75 for my 7500 and when the 7500 was brand new, it was $500. So, I think it's silly to spend much more than $200 for a card that will be $75 or less a year from now. But, if I am going to upgrade, I want a noticible difference. I am leaning toward the 9800 Pro....anyone here ever upgrade a 7500? If so, what did you use and how was it?
  23. I didn't read all of this thread but here is my drawing function if it helps any: //--------------------------------------------------------------------------------- // Draw //--------------------------------------------------------------------------------- int CSprite_D3DX::Draw() { // Build a source RECT which will copy only a small portion of the texture. // Also, you will notice that NumFramesWide is used for both TOP and LEFT // This is correct srcRect.top = (( CurrentFrame / NumFramesWide ) * FrameHeight); srcRect.left = (( CurrentFrame % NumFramesWide ) * FrameWidth); srcRect.bottom = srcRect.top + FrameHeight; srcRect.right = srcRect.left + FrameWidth; D3DXVECTOR2 vCenter( 0.0f, 0.0f ); D3DXVECTOR2 vScale( scalex, scaley ); D3DXVECTOR2 vPosition( (float)x + ViewPortX, (float)y + ViewPortY ); D3DXVECTOR2 vRotationCenter( (float)rotxcenter, (float)rotycenter); D3DXMATRIX mat; D3DXMatrixTransformation2D(&mat,&vCenter,NULL,&vScale,&vRotationCenter,rotation,&vPosition); D3DSprite->SetTransform(&mat); //Add the sprite to the Sprite buffer (actually gets drawn when the Sprite->End executes) D3DSprite->Draw( D3DSpriteTexture, &srcRect, NULL, NULL, D3DCOLOR_COLORVALUE(Red, Green, Blue, Alpha) ); return true; }
  24. Quote: my scene is made out of 1 large texture as a background Is that texture greater than 256x256? Some older cards had a problem with textures larger than that. You need to check the CAPS to see the maximum texture size for all of your cards. Also, you should check for the transparency of the MX440. Can you post some code?
  25. Coleco

    Particle Engine in 2D (DX7)?

    That's right. A particle engine is just that. An engine of particles. The particles could be 2d or 3d. Post some screen shots! :-) cb
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!