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Old 05-01-2005, 08:39 PM   #91
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You'd need to download Jcreator or similar to see those files. I can turn them into .txt files though...

As for the next class to make, I suggest one for the floortiles. You'll have all building parts then, which have to be glued together and made so they can interact with each other.
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Old 05-01-2005, 08:41 PM   #92
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in general you always draw in system memory and every now and then ( say 50 times or 25 times a second)

you order sdl (or whatever thing) to draw your buffer on the screen.

yes this takes some cpu power.
but some intellegent programming

(like keeping the background in a buffer copying it each time (then drawing the characters on it) ) will safe quite a lot of power.)

copying of data goes very fast. (ram to ram)

with opengl you can probably save the background in a few textures and overlay the image on it.

It's also not very difficult, but that depends on your programming experience.

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Old 05-01-2005, 08:45 PM   #93
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Here is a ss of a simple GP app, taken from the SDL website.

It's just easier on the PC to draw from the video card. It's there, why not use it.
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Old 05-01-2005, 08:53 PM   #94
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it's not very hard to make something use all processing power
LOL even with gpu it's very simple
it all depends on your update speed. (untrotled always sucks all power)

but feel free to differ. doing opengl would be interresting for me as well.
I only used it once.


Take for example old games. (like C&C) those didn't have gpu as well. (just like the sdl without opengl case) that game had a decent framerate i would say. So it all depends on your skills)

if you can always later add gpu specific drawing fucntions i think.

I think it's best to use a library as sdl as that one has a simple interface to all outside devices (timer/sound/keyboard/mouse/joystick/video)

optimizing can be done in a later stadium.
But I'm only giving some advice based on experience. So do what you want with it.
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Old 05-01-2005, 08:58 PM   #95
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You make a good point with C&C, would you know how to handle throttling in sdl? My concern is that utilizing all of the processor is in general, a bad thing.
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Old 05-01-2005, 09:01 PM   #96
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yes I know how to throttle stuff done it multiple times

but opengl with sdl is a lot simpler the directX ( I asked some fellow programmers who programmed under both)

So if you want opengl ...

but you wouldn't need it if you don't have 3d objects... I think a 3d game is a bit too difficult to start with.
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Old 05-01-2005, 09:02 PM   #97
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Let's keep it tile-based for now, as that'll allow us to concentrate on the game itself, not the graphics (which can still be improved in a later stadium)
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Old 05-01-2005, 09:06 PM   #98
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Ok so were agreed on using the following:

C++
SDL

are we concerned with using it on different OS's?

I apoligize, Data, for being pig headed, I should have gotten my facts straight before starting an open debate :whistle:

As far as the floor tiles, we'll just need a really simple object right? Like the example i posted earlier?
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Old 05-01-2005, 09:17 PM   #99
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Seems about fine. Leaves room for additions (for when we'd make different types of terrain, like forests slowing movement down with 1, hills with 2, mountains being impassable, water only accessible by boats...), yet it looks pretty functional for the core already.
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Old 05-01-2005, 10:07 PM   #100
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hey guys great stuff when you get the source code put up on this site is it possible to tweak it myself using dev c++ (can i use that on C++ programmed files) ? thats the open source version.

Available from sourceforge.net - actually its available from bloodshot.net (i think thats the link)
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