hxRender, one more time
Official documentation: https://mavdisk.mnsu.edu/longaj/hxrender/apiref.html Download web page: https://mavdisk.mnsu.edu/longaj/hxrender/ You can thank Goran and Anokia for forcing me to do it. That is all. Perhaps I shall write a tutorial or something now.
HxRender | Cornerstone SDL TutorialsCurrently picking on: Hedos, Programmer One
Now make a game that uses it primarily! Start with a simple pong game, then move on from there.
Quote:
Original post by Rob Loach
Now make a game that uses it primarily! Start with a simple pong game, then move on from there.
[lol] Oh Rob....
Quote:
Original post by Rob Loach
Now make a game that uses it primarily! Start with a simple pong game, then move on from there.
For the last damned time, I am not a game programmer... I am a tools developer.
Those that can't do, teach, and I teach pretty damned well.
HxRender | Cornerstone SDL TutorialsCurrently picking on: Hedos, Programmer One
Quote:
Original post by PnP Bios
I am not a game programmer... I am a tools developer.
I think I will write one for you buddy [smile]. I never got around to testing it out like I said I would a while back. Just a simple game showing of the entire library, how about something like breakout? I think something like that should go fast unless something like pong is fine.
Quote:
from the Docs
Oh, and screw the LGPL and GLP licenses, this is not a derivative work, so you all can shut the hell up.
Man, that's got to be the best line of documentation I've ever read.
- stormrunner
Quote:
Original post by Rob Loach
Now make a game that uses it primarily! Start with a simple pong game, then move on from there.
Here's a Game (clicky - still a Beta Demo) that was made with the OpenGL graphics component inspired from hxRender. Just wanted to let you know that people Are learning from your work on hxRender.
I needed to make several modifications to your code PnP, but if you'd like to see an example of what a modified version of PnP's library can do, download it and let me know what you think!
Some of the modifications I made were:
-The pixel data does not need to stay in memory after the OpenGL Texture ID is assigned.
-I needed to blit partial areas of a texture and the previous version of your library did not support this.
-I added primitive drawing functions.
-Others I can not think of.
Quote:
Original post by wyrzy
Here's a Game (clicky - still a Beta Demo) that was made with the OpenGL graphics component inspired from hxRender.
[sad] Someone beat me to it! Oh well... I'll make a SDL only version of hxBreakout.
Quote:
Original post by wyrzy Quote:
Original post by Rob Loach
Now make a game that uses it primarily! Start with a simple pong game, then move on from there.
Here's a Game (clicky - still a Beta Demo) that was made with the OpenGL graphics component inspired from hxRender. Just wanted to let you know that people Are learning from your work on hxRender.
I needed to make several modifications to your code PnP, but if you'd like to see an example of what a modified version of PnP's library can do, download it and let me know what you think!
Some of the modifications I made were:
-The pixel data does not need to stay in memory after the OpenGL Texture ID is assigned.
-I needed to blit partial areas of a texture and the previous version of your library did not support this.
-I added primitive drawing functions.
-Others I can not think of.
I think the pixel data does need to stay in memory. And here is why, say you are using dynamic textures, like you are changing them because it is a background transition. Do you realy want to rebuild that every frame, when all you need to do is shift a couple of pixels? Or how about other manual effects?
But like I said, it's under Zlib, do whatever the hell you want with it ;).
Anonn poster, read the Zlib licence, and my documentation. The zlib licence provides no restrictions, and is totaly compatable with what ever you want to do with it.
It isn't even technicly a deritive work of SDL, I just provide a chunk of code for people to use with it.
So, people beyond Goran are using my library for real stuff? Cool.
HxRender | Cornerstone SDL TutorialsCurrently picking on: Hedos, Programmer One
Quote:
I think the pixel data does need to stay in memory. And here is why, say you are using dynamic textures, like you are changing them because it is a background transition. Do you realy want to rebuild that every frame, when all you need to do is shift a couple of pixels? Or how about other manual effects?
Yes, if you'll be modifying the textures throughout the game, then it would be a good idea to keep them in memory. But, I just need to load them in and then use them without any modifications. So, I just free the pixel data and save the end user X-MB of RAM that the game would have otherwise been consuming. Keep in mind though that reading texture data in VRam is generally slow so you really wouldn't want to do that too often.
I guess its probably good idea to keep it that way so it appears as a 2D library to the end user. I've really used it to learn off of and have added some shader Cg effects which I think look a lot nicer than shifting the RGB values of pixels in game.
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