Results for "Author: julien lecomte"
v2 ! Improved speed of A* and Dijkstra pathfinding !!! I love computer tile games (Heroes of Might & Magic, etc...) and have always brought interest to such game programming technics. The code example below presents fast bitblt through an array and onto a picturebox. This method is faster than usual loop through array. This method is usefull only for games that use LoadRessource, LoadPicture functions (or similar home-made ressource loading) since it loads each picture once. The other example is plain pathfinding. It figures out fastest way to go from one point to another according to terrain difficulties. It implements two famous methods : Dijkstra & A* (a star). Please send me any interesting paths so I can add them to the zip. If you know how to improve this pathfinding, please email me, I'll be very happy to recieve usefull feedback. The A* can still be deeply improved, if you wish more details, read the comments inside the code. Maybe making the thread priority temporarily to a higher level or even multi-threading could improve the speed. Vote for me if you like this code !
mdi non activating & reduce toolbar example (kind of like (photoshop or dreamweaver toolbars) This tutorial shows how to create non-activating toolbars in a mdi app. You can hide, reduce the toolbars, and they do not appear in the menu windowlist. There is no subclassing for the non activating toolbars, and no ocx are used, just a couple of API. There is also an example of subclassing all the child windows on the fly when creating them. That lets you specify a minimum size for all the child windows ! There is no subclassing, and no ocx are used, just a couple of (easy) API.
v2 ! Improved speed of A* and Dijkstra pathfinding !!! I love computer tile games (Heroes of Might & Magic, etc...) and have always brought interest to such game programming technics. The code example below presents fast bitblt through an array and onto a picturebox. This method is faster than usual loop through array. This method is usefull only for games that use LoadRessource, LoadPicture functions (or similar home-made ressource loading) since it loads each picture once. The other example is plain pathfinding. It figures out fastest way to go from one point to another according to terrain difficulties. It implements two famous methods : Dijkstra & A* (a star). Please send me any interesting paths so I can add them to the zip. If you know how to improve this pathfinding, please email me, I'll be very happy to recieve usefull feedback. The A* can still be deeply improved, if you wish more details, read the comments inside the code. Maybe making the thread priority temporarily to a higher level or even multi-threading could improve the speed. Vote for me if you like this code !
mdi non activating & reduce toolbar example (kind of like (photoshop or dreamweaver toolbars) This tutorial shows how to create non-activating toolbars in a mdi app. You can hide, reduce the toolbars, and they do not appear in the menu windowlist. There is no subclassing for the non activating toolbars, and no ocx are used, just a couple of API. There is also an example of subclassing all the child windows on the fly when creating them. That lets you specify a minimum size for all the child windows ! There is no subclassing, and no ocx are used, just a couple of (easy) API.
v2 ! Improved speed of A* and Dijkstra pathfinding !!! I love computer tile games (Heroes of Might & Magic, etc...) and have always brought interest to such game programming technics. The code example below presents fast bitblt through an array and onto a picturebox. This method is faster than usual loop through array. This method is usefull only for games that use LoadRessource, LoadPicture functions (or similar home-made ressource loading) since it loads each picture once. The other example is plain pathfinding. It figures out fastest way to go from one point to another according to terrain difficulties. It implements two famous methods : Dijkstra & A* (a star). Please send me any interesting paths so I can add them to the zip. If you know how to improve this pathfinding, please email me, I'll be very happy to recieve usefull feedback. The A* can still be deeply improved, if you wish more details, read the comments inside the code. Maybe making the thread priority temporarily to a higher level or even multi-threading could improve the speed. Vote for me if you like this code !
mdi non activating & reduce toolbar example (kind of like (photoshop or dreamweaver toolbars) This tutorial shows how to create non-activating toolbars in a mdi app. You can hide, reduce the toolbars, and they do not appear in the menu windowlist. There is no subclassing for the non activating toolbars, and no ocx are used, just a couple of API. There is also an example of subclassing all the child windows on the fly when creating them. That lets you specify a minimum size for all the child windows ! There is no subclassing, and no ocx are used, just a couple of (easy) API.
mdi non activating & reduce toolbar example (kind of like (photoshop or dreamweaver toolbars) This tutorial shows how to create non-activating toolbars in a mdi app. You can hide, reduce the toolbars, and they do not appear in the menu windowlist. There is no subclassing for the non activating toolbars, and no ocx are used, just a couple of API. There is also an example of subclassing all the child windows on the fly when creating them. That lets you specify a minimum size for all the child windows ! There is no subclassing, and no ocx are used, just a couple of (easy) API.
v2 ! Improved speed of A* and Dijkstra pathfinding !!! I love computer tile games (Heroes of Might & Magic, etc...) and have always brought interest to such game programming technics. The code example below presents fast bitblt through an array and onto a picturebox. This method is faster than usual loop through array. This method is usefull only for games that use LoadRessource, LoadPicture functions (or similar home-made ressource loading) since it loads each picture once. The other example is plain pathfinding. It figures out fastest way to go from one point to another according to terrain difficulties. It implements two famous methods : Dijkstra & A* (a star). Please send me any interesting paths so I can add them to the zip. If you know how to improve this pathfinding, please email me, I'll be very happy to recieve usefull feedback. The A* can still be deeply improved, if you wish more details, read the comments inside the code. Maybe making the thread priority temporarily to a higher level or even multi-threading could improve the speed. Vote for me if you like this code !
This is an incomplete (but functional) DirectX Isometric Tile Engine. I've lost all interest in finishing this, so I took it out of my archives, and I'm sharing it with all of you. Some complete features : scaling (zoom), light vertices, changing map heights. Some incomplete feature : moving, rotating, saving. Some unimplemented features that could be very cool : adding meshes, adding lighting, etc... If you ever do something cool out of this, please tell me. If you wish to work on it, feel free to email me if you've got questions. NOTE : I use the CCRP Slider OCX in this project, be sure to have it so you can check out this project
v2 ! Improved speed of A* and Dijkstra pathfinding !!! I love computer tile games (Heroes of Might & Magic, etc...) and have always brought interest to such game programming technics. The code example below presents fast bitblt through an array and onto a picturebox. This method is faster than usual loop through array. This method is usefull only for games that use LoadRessource, LoadPicture functions (or similar home-made ressource loading) since it loads each picture once. The other example is plain pathfinding. It figures out fastest way to go from one point to another according to terrain difficulties. It implements two famous methods : Dijkstra & A* (a star). Please send me any interesting paths so I can add them to the zip. If you know how to improve this pathfinding, please email me, I'll be very happy to recieve usefull feedback. The A* can still be deeply improved, if you wish more details, read the comments inside the code. Maybe making the thread priority temporarily to a higher level or even multi-threading could improve the speed. Vote for me if you like this code !
mdi non activating & reduce toolbar example (kind of like (photoshop or dreamweaver toolbars) This tutorial shows how to create non-activating toolbars in a mdi app. You can hide, reduce the toolbars, and they do not appear in the menu windowlist. There is no subclassing for the non activating toolbars, and no ocx are used, just a couple of API. There is also an example of subclassing all the child windows on the fly when creating them. That lets you specify a minimum size for all the child windows ! There is no subclassing, and no ocx are used, just a couple of (easy) API.
This is an incomplete (but functional) DirectX Isometric Tile Engine. I've lost all interest in finishing this, so I took it out of my archives, and I'm sharing it with all of you. Some complete features : scaling (zoom), light vertices, changing map heights. Some incomplete feature : moving, rotating, saving. Some unimplemented features that could be very cool : adding meshes, adding lighting, etc... If you ever do something cool out of this, please tell me. If you wish to work on it, feel free to email me if you've got questions. NOTE : I use the CCRP Slider OCX in this project, be sure to have it so you can check out this project
mdi non activating & reduce toolbar example (kind of like (photoshop or dreamweaver toolbars) This tutorial shows how to create non-activating toolbars in a mdi app. You can hide, reduce the toolbars, and they do not appear in the menu windowlist. There is no subclassing for the non activating toolbars, and no ocx are used, just a couple of API. There is also an example of subclassing all the child windows on the fly when creating them. That lets you specify a minimum size for all the child windows ! There is no subclassing, and no ocx are used, just a couple of (easy) API.
v2 ! Improved speed of A* and Dijkstra pathfinding !!! I love computer tile games (Heroes of Might & Magic, etc...) and have always brought interest to such game programming technics. The code example below presents fast bitblt through an array and onto a picturebox. This method is faster than usual loop through array. This method is usefull only for games that use LoadRessource, LoadPicture functions (or similar home-made ressource loading) since it loads each picture once. The other example is plain pathfinding. It figures out fastest way to go from one point to another according to terrain difficulties. It implements two famous methods : Dijkstra & A* (a star). Please send me any interesting paths so I can add them to the zip. If you know how to improve this pathfinding, please email me, I'll be very happy to recieve usefull feedback. The A* can still be deeply improved, if you wish more details, read the comments inside the code. Maybe making the thread priority temporarily to a higher level or even multi-threading could improve the speed. Vote for me if you like this code !
This is an incomplete (but functional) DirectX Isometric Tile Engine. I've lost all interest in finishing this, so I took it out of my archives, and I'm sharing it with all of you. Some complete features : scaling (zoom), light vertices, changing map heights. Some incomplete feature : moving, rotating, saving. Some unimplemented features that could be very cool : adding meshes, adding lighting, etc... If you ever do something cool out of this, please tell me. If you wish to work on it, feel free to email me if you've got questions. NOTE : I use the CCRP Slider OCX in this project, be sure to have it so you can check out this project
mdi non activating & reduce toolbar example (kind of like (photoshop or dreamweaver toolbars) This tutorial shows how to create non-activating toolbars in a mdi app. You can hide, reduce the toolbars, and they do not appear in the menu windowlist. There is no subclassing for the non activating toolbars, and no ocx are used, just a couple of API. There is also an example of subclassing all the child windows on the fly when creating them. That lets you specify a minimum size for all the child windows ! There is no subclassing, and no ocx are used, just a couple of (easy) API.
v2 ! Improved speed of A* and Dijkstra pathfinding !!! I love computer tile games (Heroes of Might & Magic, etc...) and have always brought interest to such game programming technics. The code example below presents fast bitblt through an array and onto a picturebox. This method is faster than usual loop through array. This method is usefull only for games that use LoadRessource, LoadPicture functions (or similar home-made ressource loading) since it loads each picture once. The other example is plain pathfinding. It figures out fastest way to go from one point to another according to terrain difficulties. It implements two famous methods : Dijkstra & A* (a star). Please send me any interesting paths so I can add them to the zip. If you know how to improve this pathfinding, please email me, I'll be very happy to recieve usefull feedback. The A* can still be deeply improved, if you wish more details, read the comments inside the code. Maybe making the thread priority temporarily to a higher level or even multi-threading could improve the speed. Vote for me if you like this code !
This is an incomplete (but functional) DirectX Isometric Tile Engine. I've lost all interest in finishing this, so I took it out of my archives, and I'm sharing it with all of you. Some complete features : scaling (zoom), light vertices, changing map heights. Some incomplete feature : moving, rotating, saving. Some unimplemented features that could be very cool : adding meshes, adding lighting, etc... If you ever do something cool out of this, please tell me. If you wish to work on it, feel free to email me if you've got questions. NOTE : I use the CCRP Slider OCX in this project, be sure to have it so you can check out this project
v2 ! Improved speed of A* and Dijkstra pathfinding !!! I love computer tile games (Heroes of Might & Magic, etc...) and have always brought interest to such game programming technics. The code example below presents fast bitblt through an array and onto a picturebox. This method is faster than usual loop through array. This method is usefull only for games that use LoadRessource, LoadPicture functions (or similar home-made ressource loading) since it loads each picture once. The other example is plain pathfinding. It figures out fastest way to go from one point to another according to terrain difficulties. It implements two famous methods : Dijkstra & A* (a star). Please send me any interesting paths so I can add them to the zip. If you know how to improve this pathfinding, please email me, I'll be very happy to recieve usefull feedback. The A* can still be deeply improved, if you wish more details, read the comments inside the code. Maybe making the thread priority temporarily to a higher level or even multi-threading could improve the speed. Vote for me if you like this code !
mdi non activating & reduce toolbar example (kind of like (photoshop or dreamweaver toolbars) This tutorial shows how to create non-activating toolbars in a mdi app. You can hide, reduce the toolbars, and they do not appear in the menu windowlist. There is no subclassing for the non activating toolbars, and no ocx are used, just a couple of API. There is also an example of subclassing all the child windows on the fly when creating them. That lets you specify a minimum size for all the child windows ! There is no subclassing, and no ocx are used, just a couple of (easy) API.