WHY THE FUCK DOESN'T MY DIRECTDRAW BLIT WORK, I'M GOING TO FUCKING KILL MYSELF</;''FUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCKFUCK
>>7
I see your placement new and raise you a global operator new overload.
Name:
Anonymous2008-05-03 10:29
>>8
I for one welcome our global operator new overlords.
Name:
Anonymous2008-05-03 10:33
>>4
Sepples::Sepples() {
this = new Sepples();
std::cout << "LOL";
}
Name:
Anonymous2008-05-03 10:39
NO SEIROSULY
EVERY TIME I TRY TO ->GetDC FROM AN LPDIRECTDRAWSURFACE, MY PROGRAM CRAHSHES ADN IT SAYS THERE WAS AN ACCESS VIOLATION READING MEMORY OH MY GOD WHT THE FUCK
Nope. Christopher only uses useless shit, like Haskell and OpenGL.
Fixed
Name:
Anonymous2008-05-05 23:12
Just fucking draw directly on the screen. With a pen or some shit.
Name:
Anonymous2008-05-06 5:51
Just use OpenGL.
Name:
Anonymous2008-05-06 6:56
Why the fuck are people dicking around with raw OpenGL/DirectX anymore? There's plenty of engines out there that will run circles around anything you're trying to cobble together manually, because they've gone through all this shit and are optimized to fuck.
Sure, use proper commercial grade engines when it matters, but when you're still on the learning curve it helps to learn how to do it yourself.
Name:
Anonymous2008-05-07 2:35
I need to learn how to do teh graphics as well.
But I don't know how to structure my shit :/
Name:
Anonymous2008-05-07 2:55
>>44
No, what helps is to get something running, then see what the libs are really doing for you. Dicking around with shitty APIs and setting up thousands of flags and options just to open a window and draw a triangle without even tackling anything about control, collisions, and actual gameplay is pretty useless.
Name:
Anonymous2008-05-07 3:02
>>46
What‽ You don't think that "I've got (enable :depth-test) and (clear :depth-buffer-bit) is a necessary first-time experience?
Name:
Anonymous2008-05-07 3:03
>>47
Oh, I forgot what I was doing. Second half of that question being, "Why am I not getting depth buffering?"
Name:
Anonymous2008-05-07 6:22
>>47
Do you think that a user's first-time experience with high-level programming languages should be debugging transistor bias on a discrete logic computer?
Name:
Anonymous2008-05-08 7:23
Yeah I can't fucking structure my programs properly or something and it's impossible to get graphical shit running with over 9000 stupid flags and dumb crap everywhere.
Name:
!!sQt4t5vh39PoAtp2008-05-09 13:48
simple solution: search for DXUT - DirectX Utility Tool
handles all the stuff you dont wont to care about and you are able to start fun quickly
included in the MS DirectX SDK, available on ms homepage
Name:
!!sQt4t5vh39PoAtp2008-05-09 13:53
and be sure to take a look at the DirectX sampe browser from where you can export running DirectX apps that you may use as base for your app
do your homework before answering *rofl*. DXUT is only a code framework. theres no magic behind the scenes. it simply provides a callback structure. let me guess: you always prog a new stack/list/qeue or whatever instead of using the STL? you r the one! but my prog will be finished earlier AND will be faster. want a challenge? im thinking of implementing a simple sort algorithm for a special collection type that we might choose later in the discussion if u arent a faggot.
Name:
Anonymous2008-05-10 10:11
Hay guys I don't need to have ANY understanding of the underlying libraries amirite? It's because I am a toy language faget that uses Haskell. I just import some libraries and can get to the interesting stuff like sprite collision right away. When my game runs slow and I don't have a clue why because I never learned what actually happens at the lower levels I just blame Microsoft and then masturbate to a picture of the Sussman.
Name:
Anonymous2008-05-10 17:56
>>54 theres no magic behind the scenes
There's always magic behind the scenes. Do you know the implementation details of the hardware abstraction layer? No?
let me guess: you always prog a new stack/list/qeue or whatever instead of using the STL
STL is a fucking joke for performance and "standardness." So yeah, if the application warrents it, I will ``prog'' a stack/list/queue.
im thinking of implementing a simple sort algorithm for a special collection type that we might choose later in the discussion if u arent a faggot.
Anytime.
WHY THE FUCK ARE YOU USING DIRECTDRAW, FAGGOT?
USE DIRECT3D YOU FUCKING PUTZ. WHAT THE FUCK IS WRONG WITH YOU?
DID YOUR DADDY NOT TEACH YOU PROPER CODING TECHNIQUES?
WELL FUCK YOU.