Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: mikhael on November 14, 2002, 01:21:19 pm
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I'd like to mess about with writing a lightweight sprite engine as a learning project. I haven't the foggiest clue where to start though. Anyone have any suggestions?
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www.gamedev.net
www.gametutorials.com
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Originally posted by PhReAk
www.gamedev.net
www.gametutorials.com
Great googly moogly! that's almost exactly what I needed, Phreak! :)
I find it ironic that slinging polys in with C++/OpenGL is so much easier than putting together sprite stuff. :D
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and don't forget www.microsoft.com for the DirectX 7 SDK thats it ladys and gents, 7 because it has friggin directdraw help files...
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Originally posted by Analazon
and don't forget www.microsoft.com for the DirectX 7 SDK thats it ladys and gents, 7 because it has friggin directdraw help files...
The SDK for 8 doesn't have the helpfiles for Direct Draw? How rude. After a 150+mb download, you'd think they'd have included them. :rolleyes:
Luckily, I just happen to have the Dx7 SDK on disc around here somewhere. :D
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Originally posted by mikhael
The SDK for 8 doesn't have the helpfiles for Direct Draw? How rude. After a 150+mb download, you'd think they'd have included them. :rolleyes:
Luckily, I just happen to have the Dx7 SDK on disc around here somewhere. :D
its because they have their 'new' way of doing it. Instead of using bltting surfaces, they decided that everyone should use bilboard textures on individual polys. After I found that out, I found the DX7 sdk...
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Originally posted by Analazon
its because they have their 'new' way of doing it. Instead of using bltting surfaces, they decided that everyone should use bilboard textures on individual polys. After I found that out, I found the DX7 sdk...
So I guess MS doesn't feel people do 2d only stuff anymore?
Perhaps I should look for a different (and less platforms specific api for that sort of thing).
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Yeah - you don't wanna be messing with surfaces or DirectDraw. Head straight for textured polys. Its the same thing when you get down to it - and scaling becomes trivial.
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Originally posted by daveb
Yeah - you don't wanna be messing with surfaces or DirectDraw. Head straight for textured polys. Its the same thing when you get down to it - and scaling becomes trivial.
I hate it when the professionals say things that make sense. :D