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Pixel control in C++ (Windows)

Name: Anonymous 2008-02-20 14:24

Hey, /prog/
Basically, I want to write my own 3d engine more or less from scratch. I've got some theories and psuedo code, but what I need first is an efficient way to write to the screen. I've tried a couple ways, but I need to do this 1024*768*60 times/second lag free and so far, it's just been way to bulky.
I'm out of ideas, does /prog/ have any experience with this?

Name: Anonymous 2008-02-20 14:30

Ahaha oh wow.

Name: Anonymous 2008-02-20 15:01

Wait, Sepples and Windows?

Name: Anonymous 2008-02-20 15:09

>>1
Investigate the DirectDraw API. It should provide you with everything you need.

Name: Anonymous 2008-02-20 15:11

SDL/OpenGL

Name: Anonymous 2008-02-20 15:13

>>1
Without seeing your code (and it being lol Sepples, I'm not sure I want to), there's no way to pinpoint the problem. There are lots of ways ruin your efficiency. But the place to start is with how you're drawing to the screen. Use OpenGL or DirectX. I recommend DirectX, since it minimizes the chances of your shitcode being ported.

Name: Anonymous 2008-02-20 16:03

>>1
Try PixelToaster :
http://www.pixeltoaster.com/

Name: Trollbot9000 2009-07-01 8:50

Recommend both I would like to sage  it That is  fun not absolutely.

Name: ​​​​​​​​​​ 2010-09-09 16:38

Name: Anonymous 2010-11-26 21:27

Name: Anonymous 2011-01-31 21:24

<-- check em dubz

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