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About MarijnStevens

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  1. What is the fastest way to write pixels to the screen in Windows? For example in DOS you can just write to the memory, and.. thats all, it doesnt provide much protection, ect, but its fast. However in Windows you need a library, GDI, OpenGL or DirectX? But, what if you want to write your own renderer, (without hardware support), how can you code something like that ? I've writting some renderers, but they all depended on GDI. I used my own bitmap format and converted it in the flip code, to a format that GDI supported, so it could display it. However I would want to know if there are other ways of doing it. (I'm not asking to manipulate video memory directly, One window with a bitmap buffer, so changing the buffer would display in the window. Thats all I need really, other stuff can be coded like backbuffers, ect. }
  2. I think C# is getting ready. But if you like me, you want to add multi-platform support, and even with mono, I don't get the same experience. If you dont care for that, C# is a nice language where you can build games with. You can control the garbage collector (or make it's work easier) so it could be fast (as in: not noticeable slow) if you know how to work with it. You can mix C++ and C# by using, or managed C++ or make a wrapper for your C++ library, so you can still use it. For some strange reason I dont like to mix different language code, but if you are a C/C++ programmer, big change you used some assembly so your doing it anyway :). But my advice is that you should consider learning C/C++. Even do I've programmed C# for years now (and love it), it's just that almost every computer has a C/C++ compiler. So you learn one language and write on almost every system out there. You can use assembly code to crunsh every cycle our your machine. Being more a low level language, you learn a lot about how the machines deals with the (compiled) machine code, important infomation that you can also use when you are programming in C# to speed your game/application. In the end my opinion is that C# is still new and also not focused at all at games ( I dont think microsoft target AAA game developments with XNA.. :) ). But C/C++ is kinda old, and thats reflected in the syntax and compile time...
  3. MarijnStevens

    Real-time Strategy & Water - Works in Progress

    I just love your work. The only problem I have is that my internet speed drops BIG time if I visit your journal.. poor connection trying too download all the images :D The wireframe image made me wonder if you use LOD geometry at all, because the world seems huge. How much of the game do you generate ? I do know a couple of models, but for example the skydome/landscape textures, ( and the landscape data ) do you generate that data ? Or perhaps you just build some sculpting tools and save the RAW data to a file ? :D Good luck!
  4. MarijnStevens

    Creating Main Menus in Direct3d?

    You can use the first methold; Render a sprite/quad with your button texture. If you use one button texture the button cannot be resized or it will look ucly. If you want to resize buttons you can use multiple sprites for that, but you need to move multiple sprites if you want to move the control. You can do this will all controls, unless you dont care for resolution you can just use one sprite for each control :D
  5. MarijnStevens

    Request some 3D engine game design tips

    Thanks! (quick response). I know that document :). I would like to work more on the engine.
  6. I would like some tips about my problemen, I cant explain it well but hopefully people can guide me somewhere.. I got the feeling its a stupid question, but I should ask it anyway because its holding me back. For a long time now I want to make more active 3D games. I never got anywhere with most 3D engines I tried to make ( most just object "viewers" ) Like most people here have read "How Do I Make Games?: A Path to Game Development by Geoff Howland", like I did, a couple of years ago. In between the time I.. really just did that. I made a pong game, some tetris variants, lemming clone, 2D platformer and a couple other kinds, like prototype game concepts. However whenever I tried to think about 3D games I just cant really get started. For example I make the code that setup the window, make some code that controls the camera, render a couple of objects, but in the end I just keep with that object viewer. A landscape model, some box and another .x mesh (directx). No neat structures or anything, the code becomes hard to read. Its not the game design, but as soon as I think about a skybox/skydom/skyplane, quake like levels, multiple geometry I'm just lost (in code). Apparently I just cant figure out how to track my geometry. (I dont have my own geometry data structure yet, I'm writting to a vertexbuffer each time...what I kind of hate at this point. Not something neat like a wrapper that takes care of that, like the .X mesh class. Should I start with that ?) To end it up; I'm at the point of the 3D object viewer, what is next ? Because I have the feeling I want to make a skydome, cloud billboards, water shader, grass shaders, particle systems... All at ones. I'm just lost. Do people know what I am trying to explain ? I wish it was more well defined. PS: The project concept is just a quake like level in DirectX. Just throw information in any (program)language/API to me and I will extrude as must as possible out of it :)
  7. MarijnStevens


    You havent posted for a long time in your journal! Why is that ? I was playing River City Randsom.. And wondered how far you was :D
  8. MarijnStevens

    ASEToBin 1.0 release

    Your eye for detail is sweet. I love the screens. Expecialy the background renderings.
  9. MarijnStevens

    Trouble with minesweeper in dos...

    You can use a custom type containing a char and a boolean.
  10. Hello, I am currently programming with C# and the SdlDotNet API (rel. May 2008). I've a problem with the surface.blit(..) methold. To be precise: surface.Blit(BaseSdlResource sourceSurface, Rectangle desinationRectangle, Rectangle sourceRectangle); I expect that the blit method will resize the surface to the desinationRectangle.. But instant the desinationRectangle get ignored. (the width and height that is. ). The method seems to be obsolute, but isn't marked obsolute. How can I resize the images without creating a new surface (surface.createResized ... ) I would like some comments on this, :D Marijn PS. I also thought about going to DirectX ( SlimDX :) ), But because its only a 2D game, I just dont like the extra work you need ( setting up matrixes, vertexs, ect ). And I would like to have a couple of drawing effects... (color layers, grayshading, invert.. ect ). allows easy pixel manupilation, textures in directx.. does not.
  11. MarijnStevens


    Why did you choose for Sleep(50). In my render loop, when the application doesnt have focus, the render and update functions are skipped. So the total CPU time becomes 0 while the game is not active. What is better ? Is there a good reason to render and Sleep for 50 miliseconds, or, like me, make the application totally userless while not active ?
  12. MarijnStevens

    First Entry YAYSSS

  13. MarijnStevens

    space game

    Make sure your topic name is also where your post is about. space game doesnt even named in the post! The reason I tell this because people who ARE searching, in stand of asking every step on the way, has less change of finding solutions posted in topics with names like this.
  14. MarijnStevens

    BBC BASIC's improved filling, *EXEC and Lights Out

    How do you capture the movies ? I have an ti-84 but your movies are way to smooth to run on real hardware, right ?
  15. MarijnStevens

    Tomato on my face

    I am not known for stating the obvious.. But did you tried a reinstall ?
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