Jump to content
  • Advertisement

Kerkhoff

Member
  • Content count

    72
  • Joined

  • Last visited

Community Reputation

220 Neutral

About Kerkhoff

  • Rank
    Member
  1. Kerkhoff

    Another Demo

    here is the last version... http://members.gamedev.net/kerkhoff/JournalFiles/Predator-Demo.rar tell me what you thought...give me ideas... I'm a very bad layouter eauhuah this layout is very...very ugly I know...but Is the better(believe me) that I get.. Just copy and paste the font file to the c:\windows\fonts please ehehhe Thanx.... See ya
  2. Kerkhoff

    Link resolved....

    probably yes...but only after I release the first version =D until there..only demos.exe ehhehe thanx..
  3. the last link of the game was broked.. http://members.gamedev.net/kerkhoff/JournalFiles/Predator-Demo.exe okay =D byeee
  4. Hi my friends... here is the new version of Predator Engine with some basic controls... download this file: http://members.gamedev.net/JournalFiles/Predator-Demo.exe Thanx... =D Next controls will be the check box, the check button, radio buttons, numeric updown, another panels... give me ideas..give me =D byeee
  5. Kerkhoff

    Update....

    Just to keep you informed... I'm rewriting all the Predator Engine... =D There was very bugs and the code organization was going to the hell.. I'm writing carefully all components and after the primary controls be ready...I'll post the demo here... Firstly I would like to left done: PPanel, PButton (done) PLabel (done) PTextBox, PProgressBar with good features to have few work in get amazing effects... thanx...byeee
  6. Kerkhoff

    Let's play... = )

    but this is working = ( hehehe the only problem that I had is that the last message that was pushed on the queue is getting repeated until I send another message = ( for example...if I press a key, the keyup message is send until I move the mouse = ( but I fixed this bug... have find any other bug or have suggestions an how cai I improve the engine? thanx
  7. Ladies and gentlemans.. I present you.. the Predator Engine =P (clap clap clap clap) thanx...thanx =D Ok... Download it from this address and test what we got until now.. I made the follow components.. PLabel PPanel PButton PProgressBar no laughs please...I haven't much time = ( test and send me the bugs and new ideas for I implement it... Thanx a lot... to everyone
  8. Hi my friends... After this late in post here... I bring some news... The PLabel class supports the Outline Fonts, Bitmap Fonts and Texture mapped fonts.. the PPanel class is almost done, it's working now, except by some details that I'll implement tomorrow, like caption align, borders visible, etc... the PGraphicObjectCollection is dead...it just brought me problems... PPanel : PInputEventReceiver private: PLabel* FCaption; SColor* FBackgroundColor; SColor* FBorderColor; std::string FTextureFileName; unsigned int FTexture; unsigned int FDisplayListRectWireFrame; unsigned int FDisplayListRect; unsigned int FDisplayListRectTexture; int FBorderWidth; int FRectType; bool FFilled; public: PPanel(SRect* ABounds, int ARectType, IVideoDriver* AVideoDriver); ~PPanel(void); PLabel* GetCaption(void); void SetCaption(PLabel* AValue); SColor* GetBackgroundColor(void); void SetBackgroundColor(SColor* AValue); SColor* GetBorderColor(void); void SetBorderColor(SColor* AValue); std::string GetTextureFileName(void); void SetTextureFileName(std::string AValue); int GetBorderWidth(void); void SetBorderWidth(int AValue); bool GetFilled(void); void SetFilled(bool AValue); void PrepareToDraw(void); void Draw(void); The IVideoDriver have some new methods too virtual AUX_RGBImageRec* LoadBMPRec(std::string AFileName) = 0; virtual void SetBlend(bool AValue) = 0; virtual void SetTexture(bool AValue) = 0; virtual unsigned int GenerateDisplayList(int AListSize) = 0; virtual void CallDisplayList(unsigned int ADisplayList) = 0; virtual void DestroyDisplayList(unsigned int ADisplayList, int ASize) = 0; virtual void LoadTexture(std::string AFileName, unsigned int &ATextureBuffer, int ATextureType) = 0; virtual void BindTexture(unsigned int ATextureBuffer) = 0; virtual void DrawText(std::string AText, float ASize, SColor* AColor, SCoord* ACoord, unsigned int ADisplayList, int AFontType) = 0; virtual unsigned int GenerateDisplayListRectWireFrame(SRect* ABounds, SColor* ABorderColor, int ABorderWidth) = 0; virtual unsigned int GenerateDisplayListRect(SRect* ABounds, SColor* ABackgroundColor) = 0; virtual unsigned int GenerateDisplayListRectTexture(SRect* ABounds, SColor* AColor) = 0; I'm using display list for everything, if someone has any suggestion in how I can approach the performance...tell me... I have made a little demo with two panels and one running label to show the use of layers and what we have until now: well...I hope you like the system... I think that our next step is make some buttons..right? see ya
  9. Hi... after some days without post here, I show you the PLabel class... PLabel: PGraphicObject private: unsigned int FDisplayList; GLYPHMETRICSFLOAT FGlyphs[256]; HFONT FFont; SColor* FColor; std::string FCaption; std::string FFontName; int FSize; int FWeight; bool FWireFrame; bool FItalic; bool FUnderline; bool FStrikeOut; int GetCaptionWidth(void); int GetCaptionHeight(void); public: PLabel(std::string ACaption, std::string AFontName, int AFontSize, SCoord* ACoord); ~PLabel(void); std::string GetCaption(void); void SetCaption(std::string AValue); SColor* GetColor(void); void SetColor(SColor* AValue); std::string GetFontName(void); void SetFontName(std::string AValue); bool GetWireFrame(void); void SetWireFrame(bool AValue); int GetSize(void); void SetSize(int AValue); int GetWeight(void); void SetWeight(int AValue); bool GetItalic(void); void SetItalic(bool AValue); bool GetUnderline(void); void SetUnderline(bool AValue); bool GetStrikeOut(void); void SetStrikeOut(bool AValue); void BuildFont(void); void Draw(void); This class is quite simple, some properties... the BuildFont Method, have to be called before the Draw Method Well, like the title says...I have made some changes in our mechanism... Now, we have a PGraphicObjectCollection class, that have a list of PGraphicObjects (=P)... protected: PList* FObjects; IVideoDriver* FVideoDriver; public: PGraphicObjectCollection(IVideoDriver* AVideoDriver); ~PGraphicObjectCollection(void); virtual void Sync(void); the sync method, just distribute the FVideoDriver component(that is unique) between its FObjects... The Sync Method, must to be called after all objects are inserted and before call methods that uses the FVideoDriver of them. Okay, I'll try to be more fast and keep on posting everyday... See ya...
  10. Hi... This is like our 2d engine looks after namespace organization: namespace Predator { namespace Common { PDefines PList PStack PStructs } namespace System { PDevice PInputDriver PKeyboardDriver PMouseDriver } namespace Drawing { IVideoDriver PGraphicObject PInputEventReciever PLayer POpenGLDriver PWindow } namespace GUI { (PLabel, PPanel, etc...) } } Well..any suggestions =D After that, I'll start the GUI programming.. See ya...
  11. Kerkhoff

    A little doubt

    Hmm.. I love programming, my viewpoint is that use a built engine that I'll not learn all that I want to learn =P. I think that will be very interesting someone talking about this same subject and say: "Don't build and engine, use the Kerkhoff engine, it will solve your problems". I have time, if my engine don't obtain success, I'll write a game using some built engine. Thanx...
  12. Kerkhoff

    A little doubt

    Hmm.. I love programming, my viewpoint is that use a built engine that I'll not learn all that I want to learn =P. I think that will be very interesting someone talking about this same subject and say: "Don't build and engine, use the Kerkhoff engine, it will solve your problems". I have time, if my engine don't obtain success, I'll write a game using some built engine. Thanx...
  13. Kerkhoff

    A little doubt

    Hi everyone.. I have spent my time reading about create my own engine and use some of existents... I think about and get in none result = ( I'm here to ask you, what you think? however... my next mission is dismember my engine in namespaces, tomorrow I'll show the engine's new organization I hope you like... PS: please give your suggestion about my doubt
  14. Kerkhoff

    PLayer

    Affirmative ;) It's a borland coding style =) and I like it...
  15. Kerkhoff

    PLayer

    Hi my friends... this is my first post in 2006 =D I present you the PLayer class: PLayer : PInputEventReceiver private: PList* FGraphicObjects; std::string FLayerID; SColor* FColor; public: PLayer(std::string ALayerID, SRect* ABounds, IVideoDriver* AVideoDriver); std::string GetLayerID(void); void SetLayerID(std::string AValue); void Draw(void); This class will be responsible for Keep all objects in the screen, I prefered use the layers because it has the order benefit... For while, this class just has this few methods, I have not thought in another funcionallity for it. The draw method just will draw its graphic objects =D Tomorrow I'll show the PPanel class and after that, I'll need your help to know "what path I have to follow" =P Thanx... PS: I'm sorry about the late...
  • Advertisement
×

Important Information

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

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!