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KT> AB> I would like to ask a little question to the wise KT> AB> folks out there on this echo. ;-) KT> AB> Supposing you write a game like "warcraft" under OS/2, KT> AB> which interface would you suggest me to consider for KT> AB> the graphical output of the combat areas? KT> AB> Should i use the Gpi or DIVE??? KT>Actually, I'd recommend Skipping GPI. Dive or Full screen.. PolyEx who are KT>porting the WGT games toolkit to OS/2, Have recently KT>decided to go Full-screen instead of dive because of the KT>bugs in Dive/FSDive sofar. They're going to make a direct- KT>mode FS toolkit and add Dive when IBM works the bugs out. I have written a full-screen graphics library that I use that supports modes up to 1280x1024 at 16M colors. It is pretty easy, look for files VESA18.ZIP and SVGAKT18.ZIP, specifically a file called VESA_ALL.C which contains most of what you need to make such a library and is what mine is based on. The library uses the VIO 16-bit calls to manipulate the video card directly. I chose to not use DIVE for two reasons, DIVE Version 1 (I want to support 2.1) doesn't support palettes very well, and I prefer the immersive, full screen experience, to running games in an itty-bitty window on the desktop. DIVE 2, and enDive both support palette functions and would be quite adequate for my program. Rob. ___ X SLMR 2.1a X Nothing is so smiple that it can't get screwed up. --- Maximus/2 3.01* Origin: Frog Hollow Port Moody BC 604-469-0264/0284 (1:153/290) SEEN-BY: 50/99 78/0 270/101 620/243 711/401 409 410 413 430 808 809 934 955 SEEN-BY: 712/407 515 517 628 713/888 800/1 7877/2808 2809 @PATH: 153/290 2 716 920 270/101 712/515 711/808 809 934 |
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