Quote: "Just keeping the memory leaks out is entertaining". Unfortunate Don't know. Prevents me look for hours wondering WHY? WickedX As for the atlbase. Posted: 21st Mar Link. Wicked Sent you mail Joined: 16th Nov Posted: 1st Apr Link. Well the moderators never did delete my account. And I've decided what the hell! I'll come back and revisit from time to time. It's wonderful to see what's happened with the continuation of the Dark GDK source code! I see Lee hasn't added you, WickedX, as a repository contributor yet though.
Kinda surprised there, since how much has happened here. My second computer was a Commodore The C64 was a great and efficient computer! So much better and reliable than a PC! Posted: 10th Apr Edited at: 12th Apr Link. I then put the headers in a folder located in the shared folder and change the include directive in the CAnimation header to reflect this.
I have added ogg sound file support. If you have not installed the But, I will be getting back with you soon. Due to this concern I have not approached Lee about this. Good to see you still popping in. Posted: 11th Apr Edited at: 11th Apr Link. WickedX Thank you for your work! Tested by me -- from "unofficial r release" 09 March : 1 atl -- OK. Posted: 12th Apr Edited at: 12th Apr Link.
I really appreciate your input. I have made the corrections to the changelog. WickedX Hello! I think: maybe it will be interesting for you as example. I fixed this bug, and use fixed Zip-Utils files in my project. Now all work OK, tested. You can use this fixed files as you want. Good example of loading music from memory.
Pictures : tests of level of compression with Zip-Utils and other archivers. Posted: 15th Apr Link. Its been a long time since I visited the CodeProject website. I found some code on the site for loading files from memory that may work. You do not have to run the executable in compatibility mode if you delete the particle system before you exit the program. WickedX YES!!! Thank you very-very-very much!!! You helped me greatly. Posted: 19th Apr Edited at: 20th Apr Link.
You are welcome. I was excited when I discovered that it worked, too. I have attached a little demo of a 2D paint function. The function is using a fast scanline floodfill algorithm. The function is not implemented in the source yet. The lower the speed the faster the function. The Dark GDK demo also has my prototype for media archiving. These routines can be optimized more in the source and the stack class will be replaced with vectors. Surprisingly, the hardest part will be coming up with names for the functions.
Posted: 20th Apr Edited at: 20th Apr Link. Playing music and filling -- both work on my computer. All 3 games work. Your music archiv with password -- it is cool! Posted: 21st Apr Link. I can not crack archive, it asks password. Posted: 26th Apr Link. So I will be devoting most of my time to other projects.
One of the things I had in mind when I started updating Dark GDK was adding the most useful features of all the add-ons paid or otherwise directly to the library. I have nothing to spare in my budget for the paid add-ons. Its ridicules what can be done with this library. All that and more is still my plan. I will still release updates as they become available.
But they will be less frequent. Joined: 4th Mar Posted: 26th Apr Edited at: 26th Apr Link. I greatly appreciate what you have been doing with DarkGDK, although there isn't much interest in it nowadays, I still use it frequently for my hobby projects. Although GDK isn't the best for many reasons, it has an ease of use while still being powerful enough with its access to its internal functions, which is enough to keep me around.
As said, all this is very much appreciated. Posted: 27th Apr Edited at: 27th Apr Link. Thanks guys, it is nice to know my work is not for nothing. With the talent on this forum I would expect more help. Besides adding the functions mentioned above, I have found a few discrepancies in the source. The 2D primitive functions dbCircle and dbEllipse will lock the surface regardless if dbLockPixels has been called, making batch operations with these functions impossible. It should also work with an existing image.
If anyone has an opinion on this, please let me know. Thanks again. The dbCircle and dbEllipse functions, I think, were meant to be high level functions, thus wouldn't require the user to involve the lower level command of dbLockPixels.
I have noticed how slow they are. Remember, any changes made should be backward compatible with existing softwares that use the GDK. For dbCreateAnimatedSprite, I would think an error for trying to re-create an already existing sprite would be beneficial in helping to point out bugs to the programmer - rather than leaving them scratching their heads wondering why a bunch of their other sprites were suddenly overwritten on the screen.
If the programmer really does wish to change an existing sprite using that command, they can call the dbDeleteSprite command first. Posted: 27th Apr Edited at: 30th Apr Link. Quote: "The dbCircle and dbEllipse functions, I think, were meant to be high level functions, thus wouldn't require the user to involve the lower level command of dbLockPixels. Quote: "For dbCreateAnimatedSprite, I would think an error for trying to re-create an already existing sprite would be beneficial in helping to point out bugs to the programmer - rather than leaving them scratching their heads wondering why a bunch of their other sprites were suddenly overwritten on the screen.
Posted: 30th Apr Link. If there are errors, they will be displayed in that panel. If there are no errors, the last line of text in that panel will be similar to the following:.
If there are no errors, a window similar to that shown in Figure 1 will appear on the screen exhibiting the behavior that you have coded into the Dark GDK function.
If you build and run the template program, it will simply cause a black window to appear on the screen. When you successfully build your project, a new Debug folder will be added to your project's directory tree as shown in Figure As you can see in Figure 12, the Debug folder will contain several files.
The most interesting file is the one with the exe extension. From this point forward, you can execute the program simply by double-clicking that file name. As is typically the case, you can also execute the program by entering the name of the program on the command line. If you program uses image files, sound files, or other resource files, you must place copies of those files in the Debug folder along with the executable file in order for the program to find them during execution.
The exe file is also the portable version of the program. You should be able to copy that file, along with copies of the required resource files, into a folder on another Windows computer and execute the program on that computer provided that the correct version of DirectX August DirectX 9.
I encourage you to copy the source code from Listing 5, build a project using that source code, and execute it. Experiment with the code, making changes, and observing the results of your changes.
Make certain that you can explain why your changes behave as they do. Copyright , Richard G. Reproduction in whole or in part in any form or medium without express written permission from Richard Baldwin is prohibited. Richard has participated in numerous consulting projects and he frequently provides onsite training at the high-tech companies located in and around Austin, Texas. He is the author of Baldwin's Programming Tutorials , which have gained a worldwide following among experienced and aspiring programmers.
He has also published articles in JavaPro magazine. TI is still a world leader in DSP. In the following years, he applied his programming and DSP expertise to other interesting areas including sonar and underwater acoustics. Richard holds an MSEE degree from Southern Methodist University and has many years of experience in the application of computer technology to real-world problems. This is especially true of games. You can refresh the screen using the dbSync command.
A rate of zero will allow the program to refresh as fast as the system will allow. I understand you perfectly and it appears you understand me, as well. Quote: "I've looked. You want to say that AF really will be only MAX 16 in my case , and the number 2,4,8,16 in my 2nd function is not important?.. If "yes", this is a reason why my eyes can not see any difference between using 2 or 4 or 8 or 16 for AF.
This is bad news, because what if I want only 4 instead of 16 for the sake of FPS? Setting iMesh to -1, will affect all available object mesh data. Setting iStage to -1, will affect all available object texture stages. Setting dwMinState to -1, will leave MinState unaffected. Setting dwMagState to -1, will leave MagState unaffected. Posted: 9th Oct Link. Ok, good news. Nothing broken, problem solved.
Posted: 11th Oct Link. After careful consideration, I decided not to make it multi-functional and add 4 separate filter functions. Since it was necessary to modify the source just to code the prototypes, I have updated the source and release. I feel the functions need a little explanation. This function will return the maximum anisotropic level allowed for your video card. This function sets the anisotropic level. If iAnisotropicLevel is greater then allowed, it will be set to the maximum.
This is set by Dark GDK's object manager only once. So, this will affect all objects that are set to use anisotropic filtering. This function sets the MagState and MinState filter for all meshes within the object on texture stage o. A MagState or MinState value of -1 will leave that state unchanged. Same as above. But, will only affect the texture stage iStage if it exist. I don't think I need to explain this, now. Try downloading the source again. I just successfully compiled the source download in debug and release with no problem.
OK, but where I can get this files? Check the release download has those files. Posted: 11th Oct Edited at: 11th Oct Link. No, no, I meant another.
As I understand it, you take this 3 files from somewhere and put these three files in the proper directories on your own manually?
Posted: 12th Oct Link. There is no source code available. It is not include in the google code source download. It is not included in the source release. I have these file in my Dark GDK folder. I just compress my Dark GDK folder, this is were these files come from. I have been working on duplicating the functions from ShaderData to include in the source. It is also not part of the source. Posted: 12th Oct Edited at: 12th Oct Link.
I have converted the source code of my game. After many tests I'm tired. Deep night, and I want to sleep. Hope I was right. Why so small? Look at the red engines vertical surfaces. You can see the difference between different levels of AF. Level 8 and level 16 are almost identical. Thank you for coding. All works fine. Found a strange bug. If I use dbExcludeObjectOn on original, it hides, but instance-copies are not hidden. If I use dbExcludeObjectOn on instance-copy, it hides, but original hides too other instance-copies does not hide.
Founded this in source code CObjectsC. Posted: 13th Oct Edited at: 13th Oct Link. Given the other circumstances, I would call this a bug - fixed. Posted: 13th Oct Link. Tested, all works correctly. Posted: 20th Nov Link. I not happy with it yet, but I thought I would upload this update in the mean time.
I have made several new changes and still going through the functions one by one. Hope this is what you had in mind. Attached to this post is some demo projects featuring some of the new function in this update. I found the source code for the Newton Physics Wrapper v1. This should be simple to convert to Dark GDK. I will be working on this as a separate module from the source.
Posted: 22nd Nov Link. All your projects works correctly on my computer with new r update. Now have test with my real game This update conflicts with "Box2D phisics engine" in my game: look at attached picture. I use a lot "Box2D phisics engine", I even slightly altered it for my needs, it bolted to my game and I can't abandon him.
I rolled back to the previous r update. So, I'll wait. I understand the situation: you spend experimenting with physical engines, but you haven't decided yet, you did not make the final choice. Also I see that you use very old versions of these engines. So, I will not yet make changes to the Box2D source code, and will wait until the end of your searchings.
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