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Results for "Author: devin watson"

2002ASP #4608
DirectX/Direct3D Configuration Applet DLL

In keeping up with DirectX, it may be hard to find some good utility code that allows you to present the user with a configuration GUI, similar to the config GUI in Freespace 2, Half-Life or any other big game which relies on DirectX. This is a small ActiveX DLL which uses DirectX 8 to enumerate all of the video cards on the computer, and also displays the acceptable resolutions for each one. It can then return the values selected by the user in a format which DirectX understands (adapter number, mode number, fullscreen, etc.). Modification of the DLL is as easy as changing the D3DConfig.res file using the Resource Editor. It took me a little while to not overcook this problem, but I actually found a simplistic but powerful solution. Hopefully, this will help all of you out there to understand UI isn't just in the game, but also in the setup. Also enclosed in the zip is a README and a sample program. Use the .VBG file if you don't want to compile everything. Have fun, and don't forget to vote or comment on this if you want.

2002ASP #4609
Direct3D with DirectX 8.1 Tutorial 2

This is my second DirectX tutorial program. Once more, everything is heavily commented for easy understanding. I tried to explain not just the how but the why of everything. This example program builds on the previous tutorial, and introduces a few new code snippets, such as how to create and use the D3DFont facility for printing text to the screen, toggling to fullscreen mode in DirectX 8.1, and also using a frame control loop instead of a Timer control. I found that this particular application ran as fast as its C++ counterpart in fullscreen mode and in windowed mode. If you have any problems or questions, please contact me. Please vote!

2002ASP #4610
Properties: Not Just For Classes Anymore

Shows a methodology for drastically reducing the amount of time needed to develop "similar but not quite" forms for a type of task.

2002ASP #4611
Manticore! The Game

This is a (nearly) complete game, utilizing the Manticore 1.0 library and the RPG Data Objects Library 1.0. This was not completed for a reason, so that others can extend it and learn how to use Manticore and create games at the same time. Both Manticore 1.0 and RPG Data Objects Library are included, along with graphics from SpriteLib. If you make a game, get SpriteLib. It's free, and very slick. For more info on Manticore, go to http://www.crashlogix.com/manticore. Please vote also. I don't expect much response, but I do want feedback, as any *constructive* comments may help in the development of Manticore.

2002ASP #4612
Manticore Demo Programs

These are 5 demo programs (real short) that demonstrate some of the capabilities of my Manticore library/engine. All of these demos are based on the "Bouncing Ball" routine. This is great for anyone who is interested in looking for any Bouncing Ball stuff, or just wondering about Manticore in general. To give you some background on this, Manticore started out as a pet project of mine about 2 years ago. I slowly began building a common library of modules, which were then converted to classes and finally brought together into an ActiveX DLL. The resulting code is Manticore, a 2-D tiling engine / game library. I don't mean to replace DirectX at all, rather I plan on wrapping DX 7 interfaces around Manticore after improving it some. I also have another larger demo in the works (a game), to show some of the other features Manticore has. If anyone would like documentation on it, please e-mail me.

2002ASP #4613
Direct3D with DirectX 8.1 Tutorial 1

This is a tutorial that I decided to put up here. I'm currently reading "Special Effects Game Programming with DirectX" by Mason McCuskey, and I decided that, while tackling the C++ code in the book, to also try and do conversions of the examples into VB, because I know there is next to nothing in book form on DX 8.1 with Visual Basic. So, I am giving this to the community. Beware, this code is HEAVILY COMMENTED so beginners can get a big benefit out of this. I spent about 2 weeks sifting through C++ code and such to get this just right so it works just like its C++ cousin, in some parts even better. I tried to explain each DX function as best as possible, but if you are still scratching your head, contact me and I'll try to answer your questions.

2002C #13212
DirectX/Direct3D Configuration Applet DLL

In keeping up with DirectX, it may be hard to find some good utility code that allows you to present the user with a configuration GUI, similar to the config GUI in Freespace 2, Half-Life or any other big game which relies on DirectX. This is a small ActiveX DLL which uses DirectX 8 to enumerate all of the video cards on the computer, and also displays the acceptable resolutions for each one. It can then return the values selected by the user in a format which DirectX understands (adapter number, mode number, fullscreen, etc.). Modification of the DLL is as easy as changing the D3DConfig.res file using the Resource Editor. It took me a little while to not overcook this problem, but I actually found a simplistic but powerful solution. Hopefully, this will help all of you out there to understand UI isn't just in the game, but also in the setup. Also enclosed in the zip is a README and a sample program. Use the .VBG file if you don't want to compile everything. Have fun, and don't forget to vote or comment on this if you want.

2002C #13213
Direct3D with DirectX 8.1 Tutorial 2

This is my second DirectX tutorial program. Once more, everything is heavily commented for easy understanding. I tried to explain not just the how but the why of everything. This example program builds on the previous tutorial, and introduces a few new code snippets, such as how to create and use the D3DFont facility for printing text to the screen, toggling to fullscreen mode in DirectX 8.1, and also using a frame control loop instead of a Timer control. I found that this particular application ran as fast as its C++ counterpart in fullscreen mode and in windowed mode. If you have any problems or questions, please contact me. Please vote!

2002C #13214
Properties: Not Just For Classes Anymore

Shows a methodology for drastically reducing the amount of time needed to develop "similar but not quite" forms for a type of task.

2002C #13215
Manticore! The Game

This is a (nearly) complete game, utilizing the Manticore 1.0 library and the RPG Data Objects Library 1.0. This was not completed for a reason, so that others can extend it and learn how to use Manticore and create games at the same time. Both Manticore 1.0 and RPG Data Objects Library are included, along with graphics from SpriteLib. If you make a game, get SpriteLib. It's free, and very slick. For more info on Manticore, go to http://www.crashlogix.com/manticore. Please vote also. I don't expect much response, but I do want feedback, as any *constructive* comments may help in the development of Manticore.

2002C #13216
Manticore Demo Programs

These are 5 demo programs (real short) that demonstrate some of the capabilities of my Manticore library/engine. All of these demos are based on the "Bouncing Ball" routine. This is great for anyone who is interested in looking for any Bouncing Ball stuff, or just wondering about Manticore in general. To give you some background on this, Manticore started out as a pet project of mine about 2 years ago. I slowly began building a common library of modules, which were then converted to classes and finally brought together into an ActiveX DLL. The resulting code is Manticore, a 2-D tiling engine / game library. I don't mean to replace DirectX at all, rather I plan on wrapping DX 7 interfaces around Manticore after improving it some. I also have another larger demo in the works (a game), to show some of the other features Manticore has. If anyone would like documentation on it, please e-mail me.

2002C #13217
Direct3D with DirectX 8.1 Tutorial 1

This is a tutorial that I decided to put up here. I'm currently reading "Special Effects Game Programming with DirectX" by Mason McCuskey, and I decided that, while tackling the C++ code in the book, to also try and do conversions of the examples into VB, because I know there is next to nothing in book form on DX 8.1 with Visual Basic. So, I am giving this to the community. Beware, this code is HEAVILY COMMENTED so beginners can get a big benefit out of this. I spent about 2 weeks sifting through C++ code and such to get this just right so it works just like its C++ cousin, in some parts even better. I tried to explain each DX function as best as possible, but if you are still scratching your head, contact me and I'll try to answer your questions.

2002VB #21816
DirectX/Direct3D Configuration Applet DLL

In keeping up with DirectX, it may be hard to find some good utility code that allows you to present the user with a configuration GUI, similar to the config GUI in Freespace 2, Half-Life or any other big game which relies on DirectX. This is a small ActiveX DLL which uses DirectX 8 to enumerate all of the video cards on the computer, and also displays the acceptable resolutions for each one. It can then return the values selected by the user in a format which DirectX understands (adapter number, mode number, fullscreen, etc.). Modification of the DLL is as easy as changing the D3DConfig.res file using the Resource Editor. It took me a little while to not overcook this problem, but I actually found a simplistic but powerful solution. Hopefully, this will help all of you out there to understand UI isn't just in the game, but also in the setup. Also enclosed in the zip is a README and a sample program. Use the .VBG file if you don't want to compile everything. Have fun, and don't forget to vote or comment on this if you want.

2002VB #21817
Direct3D with DirectX 8.1 Tutorial 2

This is my second DirectX tutorial program. Once more, everything is heavily commented for easy understanding. I tried to explain not just the how but the why of everything. This example program builds on the previous tutorial, and introduces a few new code snippets, such as how to create and use the D3DFont facility for printing text to the screen, toggling to fullscreen mode in DirectX 8.1, and also using a frame control loop instead of a Timer control. I found that this particular application ran as fast as its C++ counterpart in fullscreen mode and in windowed mode. If you have any problems or questions, please contact me. Please vote!

2002VB #21818
Properties: Not Just For Classes Anymore

Shows a methodology for drastically reducing the amount of time needed to develop "similar but not quite" forms for a type of task.

2002VB #21819
Manticore! The Game

This is a (nearly) complete game, utilizing the Manticore 1.0 library and the RPG Data Objects Library 1.0. This was not completed for a reason, so that others can extend it and learn how to use Manticore and create games at the same time. Both Manticore 1.0 and RPG Data Objects Library are included, along with graphics from SpriteLib. If you make a game, get SpriteLib. It's free, and very slick. For more info on Manticore, go to http://www.crashlogix.com/manticore. Please vote also. I don't expect much response, but I do want feedback, as any *constructive* comments may help in the development of Manticore.

2002VB #21820
Manticore Demo Programs

These are 5 demo programs (real short) that demonstrate some of the capabilities of my Manticore library/engine. All of these demos are based on the "Bouncing Ball" routine. This is great for anyone who is interested in looking for any Bouncing Ball stuff, or just wondering about Manticore in general. To give you some background on this, Manticore started out as a pet project of mine about 2 years ago. I slowly began building a common library of modules, which were then converted to classes and finally brought together into an ActiveX DLL. The resulting code is Manticore, a 2-D tiling engine / game library. I don't mean to replace DirectX at all, rather I plan on wrapping DX 7 interfaces around Manticore after improving it some. I also have another larger demo in the works (a game), to show some of the other features Manticore has. If anyone would like documentation on it, please e-mail me.

2002VB #21821
Direct3D with DirectX 8.1 Tutorial 1

This is a tutorial that I decided to put up here. I'm currently reading "Special Effects Game Programming with DirectX" by Mason McCuskey, and I decided that, while tackling the C++ code in the book, to also try and do conversions of the examples into VB, because I know there is next to nothing in book form on DX 8.1 with Visual Basic. So, I am giving this to the community. Beware, this code is HEAVILY COMMENTED so beginners can get a big benefit out of this. I spent about 2 weeks sifting through C++ code and such to get this just right so it works just like its C++ cousin, in some parts even better. I tried to explain each DX function as best as possible, but if you are still scratching your head, contact me and I'll try to answer your questions.

ASP_Volume2 #29974
DirectX/Direct3D Configuration Applet DLL

In keeping up with DirectX, it may be hard to find some good utility code that allows you to present the user with a configuration GUI, similar to the config GUI in Freespace 2, Half-Life or any other big game which relies on DirectX. This is a small ActiveX DLL which uses DirectX 8 to enumerate all of the video cards on the computer, and also displays the acceptable resolutions for each one. It can then return the values selected by the user in a format which DirectX understands (adapter number, mode number, fullscreen, etc.). Modification of the DLL is as easy as changing the D3DConfig.res file using the Resource Editor. It took me a little while to not overcook this problem, but I actually found a simplistic but powerful solution. Hopefully, this will help all of you out there to understand UI isn't just in the game, but also in the setup. Also enclosed in the zip is a README and a sample program. Use the .VBG file if you don't want to compile everything. Have fun, and don't forget to vote or comment on this if you want.

ASP_Volume2 #30268
Properties: Not Just For Classes Anymore

Shows a methodology for drastically reducing the amount of time needed to develop "similar but not quite" forms for a type of task.

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