1. Got the bug out & udated gfx.E

The bug is now out.....
        I updated the gfx.E package with the files:

safe.E  -- Save memory operations (slow, but usefull for
                debugging)
gfxsave.E       -- Save gfx-routines, this will always give you
                an error
message, instead of an instable system or CauseWay error.

        The ftp will has the new updated versions...
        Any comments or questions regarding the routines can be mailed...

Ralf Nieuwenhuijsen
nieuwen at xs4all.nl

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2. Re: Got the bug out & udated gfx.E

Ralf Nieuwenhuijsen wrote:

>         The bug is now out.....
>         I updated the gfx.E package with the files:
>
>                 safe.E  -- Save memory operations (slow, but usefull
> for debugging)
>                 gfxsave.E       -- Save gfx-routines, this will always
> give you an error
> message, instead of an instable system or CauseWay error.
>
>         The ftp will has the new updated versions...
>         Any comments or questions regarding the routines can be
> mailed...
>
> Ralf Nieuwenhuijsen
> nieuwen at xs4all.nl

Wow! Impressive graphics demo. I got 145+ fps on my Pentium-90 with
Diamond Stealth 2000 video card, 2MB graphics, S- or D-RAM (I forget
which).

Anyway, what kind of games are we going to see coming out of the
Ralfworx software design company utilizing this gfx engine?

BTW, could I get the docs to this stuff?

Thanks in advance!
ck lester

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3. Re: Got the bug out & udated gfx.E

> Wow! Impressive graphics demo. I got 145+ fps on my Pentium-90 with
> Diamond Stealth 2000 video card, 2MB graphics, S- or D-RAM (I forget
> which).
>
> Anyway, what kind of games are we going to see coming out of the
> Ralfworx software design company utilizing this gfx engine?
        None yet... it isn't finished....
        To be implended:

        * Loading & Saving of multiple sprites & screens compressed
        * Sprite Cleanup function (get rid of old data)
        * Collsion detection (using trees for speed)
        * Sprite & Screen editor which allows you to load in  .GIF .BMP .PCX
(Normal drawing functions also available, as well as saving in
                an
other format)
        * Documentation (a lot). Not only which routines do what, but also
how they do it, so you can learn to combine effetively. If my demo
background was 1 byte longer it horizontal size doesn't match the
monitor's size and have 2/3 drop down on the framerate because the
code then does it line by line (it can't be possible otherwise, if
the screens horizontal sizes don't match).

> BTW, could I get the docs to this stuff?
        Well, i need to get my school report in about an hour... i'll make
some basic documentation for the version already finished. I will
then mail the .TXT file to the ftp, so you can all read a little how
to implend it in your SONIC game.... hehe

> Thanks in advance!
Your welcome in advance!

> ck lester
Ralf Nieuwenhuijsen
nieuwen at xs4all.nl
>

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