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Direct3D Engine
#1
Here I am trying to create my own D3D engine.. Ive just started to learn it. Isnt much hard at the moment.

Using timeGetTime since its said to have the highest resolution of all the other timers. I rendered a 32x32 box w00t

[Image: screenshot1.png?t=1243905956]
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#2
Congratz! i can't even get my program to do that properly! lol
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#3
Pbcrazy Wrote:Congratz! i can't even get my program to do that properly! lol

Hahaa thanks.. well Im not much new to VB6. Its been about 6 months or so since Ive started up so
I have a basic idea of everything.
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#4
I've been working with it on and off for about a year >.>

DirectX7 just doesn't like me :'(
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#5
Pbcrazy Wrote:I've been working with it on and off for about a year >.>

DirectX7 just doesn't like me :'(

Then learn 8. It's easy so far for me.

Loaded up a .PNG file as texture 8-) and enabled alpha blending render states.

[Image: screenshot2.gif]
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#6
Nice, cool to see someone else learn DirectX8.
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#7
Aye, that's what im trying, using Giaken's class thingy ma bob.
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#8
Pbcrazy Wrote:Aye, that's what im trying, using Giaken's class thingy ma bob.

You should actually learn it and get a understanding of it. It may come off confusing but it really gets easy.

Im learning everything here: http://externalweb.exhedra.com/DirectX4 ... 8Start.asp
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#9
More updates.. Big Grin Ive learned texture coordination but took me forever to get it right.. optimized a few things
such as calculating coords before rendering. Selects the best processing flag and some other stuff.
Also this time I grabbed the sprite from a sprite set instead of just a 64x64 file and drew a map.

[Image: screenshot3.png]
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#10
How is your FPS so low?
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
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#11
Yeah...you might have initialized something wrong maybe?

Also: http://directx4vb.vbgamer.com/

Learned all my DX7 and DX8 stuff from there.
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#12
I capped the FPS.
Code:
Do While timeGetTime < StartTime + 25
            DoEvents
            Sleep 1
        Loop

Uncapped is only like 140FPS.. weird right?
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#13
FPS is based off of your computer speed. Give your computer specs (or the fps you get for ms4) and then that number will mean something.
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#14
Pretty crappy actually "/: Windows XP, 902MHz, 1.25GB ram, ATI Radeon 9600 / x1050
and I get 32FPS from MS, the one Dugor just released.
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#15
Doug Wrote:Pretty crappy actually "/: Windows XP, 902MHz, 1.25GB ram, ATI Radeon 9600 / x1050
and I get 32FPS from MS, the one Dugor just released.
i hope you at least unlocked the fps on the ms3
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#16
Doomy Wrote:
Doug Wrote:Pretty crappy actually "/: Windows XP, 902MHz, 1.25GB ram, ATI Radeon 9600 / x1050
and I get 32FPS from MS, the one Dugor just released.
i hope you at least unlocked the fps on the ms3

Why would he unlock the FPS? He posted his locked FPS in DX8. You're being stupid.
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#17
Doug Wrote:I capped the FPS.
Code:
Do While timeGetTime < StartTime + 25
            DoEvents
            Sleep 1
        Loop

Uncapped is only like 140FPS.. weird right?

That's pretty poor, but I can't really say with those computer specs.

I get around 300-400fps with my mDX9 engine, and 1500-2000 on my DX8 engine.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
Reply
#18
Tony Wrote:
Doomy Wrote:
Doug Wrote:Pretty crappy actually "/: Windows XP, 902MHz, 1.25GB ram, ATI Radeon 9600 / x1050
and I get 32FPS from MS, the one Dugor just released.
i hope you at least unlocked the fps on the ms3

Why would he unlock the FPS? He posted his locked FPS in DX8. You're being stupid.

because if its capped it don't matter the specs
we need both engines uncapped
to see if the engine is really good
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#19
Ive got in texture pooling and saving model files. Makes things very convenient and efficient.
Im going to be getting in dynamic model animation frames with timers next.
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