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Graph64, graphics32 or fastlib?

Started by volume-zed Apr 18, 2001 at 6:32 AM 7 replies 2.2k views
Original Post
volume-zed
volume-zed
High! My question is, wich of these libryries is the fastest. or is ther any lib even faster (maybe UltraDIB). or is it the fastest way to blit it directly with DirectX or the SDL? I need the libraries for rendering my tiles and sprites, sometimes using alphablending and perhaps other fx. i thought it could be a good way to use the optimized cblitting routines of these libraries and than render the hole screen-surface using DirectX or the SDL. is this way good? i hope somebody can help me on my search for the "best" library. dears Michael Volz --------------- Michael Volz
---------------Michael Volz
Gunner
Gunner
I really like Graph64 but the fastest lib i''ve used is by far DigitalFX.
It''s compatible with DirectX, Delphi and C++

you can readup on it at:
http://www.fastprojects.com/

It''s being used in a couple of commercial games.

Seige of avalon uses it.

I hope this helps a bit,

Regards,

Gunner.
volume-zed
volume-zed
thanks, i''ll try it. any more tips?

---------------
Michael Volz
---------------Michael Volz
volume-zed
volume-zed
hm, DigitalFX is not freeware, i''m looking for freeware libs because the game we''re going to code is freeware, too.

---------------
Michael Volz
---------------Michael Volz
Jallen
Jallen
I recommend fastlib, heavily optimized and constantly updated with newer/faster code. Its free so it should fit the bill for you

Jason A.

---
I write code.
DelphiGL (http://delphigl.cfxweb.net)
---I write code.DelphiGL (http://delphigl.cfxweb.net)
LoreKeeper
LoreKeeper
hmmm... has anybody got any statistics out on using DirectX8 D3D to do 2D stuff? I''d wager that with the hardware support for texturing and alphablending, rotating, scaling, etc... it should be a pretty strong contender for anybody.

Even if the initial learning curve is a bit steep... it should be a pretty perfect setup.

No clue on how well it performs though.

[just realized... you could use one huge texture, with all your sprite/tile data, and just map your "3D" quads onto those, i.e you can save all the texture swapping and the like...]
volume-zed
volume-zed
thanks, i was also thinking about Direct3D, but i''ve never done anything in 3D, so it would be something completely new to me. but if it is a good way, i''ll try and learn it.

---------------
Michael Volz
---------------Michael Volz
Gunner
Gunner
I'm acutally using OpenGL for all my 2D.

It uses hardware for operations like blending, lighting, scaling, rotations.. etc.
Can't beat the speed of OpenGL/D3D for doing those operations.
I found OpenGL very easy to pick up, same with D3D8.

Your best bet if you wish to use OpenGL is to start on Nehe's page and then get a couple of helper units from DelphiGL untill you fully understand what's going on, then you will probably create your own routines.

if you wish to use D3D, 1st thing todo is to download the MS DX helpfile and then the converted delphi headers and sample programs.

You can drop a line to Dominique, he's pretty up to date on the D3D8 conversion status and stuff.

Let me put it this way, i spent over 3 months a couple of years ago looking for a fast way to do alhablending in Delphi / DirectX. <-- you can only do so much without hardware acceleration. too limiting.
and it took me one month to create a full 2d engine using OpenGL learning it from scratch.

learning D3D 8 after Opengl is a snap, there's soo much similarities between the two now.

I wonder why. *caugh*nvidia developped the DX8 sdk*caugh*

Well i hope this will help you a bit to choose the path that's best suited for your game.

Best regards,
Gunner.

Edited by - gunner on April 20, 2001 9:37:13 AM
volume-zed
volume-zed
that sounds good, i think, i''ll do it that way. In OpenGL, cause we''re going to port the game to linux, later.

well, have a very lot of thanks,

yours Michael.

---------------
Michael Volz
---------------Michael Volz

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