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Messages - DFortun81

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Tips, Tutorials, Examples / Re: [WINDOZE] Basic Movement Demo
« on: May 06, 2008, 05:51:48 am »
Windoze-only version is canceled until I get more experienced with DirectX. Obviously, this wont be until I have finished college since that's why I'm in college in the first place, but mark my words: I will return.

DF81 out.

Tips, Tutorials, Examples / Re: [WINDOZE] Basic Movement Demo
« on: April 10, 2008, 10:49:12 pm »
Hehe, I think I found it. I was drawing the background with tiles rather than a single, tiled background image. (4-5 FPS faster with an average of 60 FPS.) I will release an updated version for you all to test once I've worked out some bugs in the Events system I recently integrated.

Thanks for the reports, guys.

Tips, Tutorials, Examples / Re: [WINDOZE] Basic Movement Demo
« on: April 10, 2008, 05:57:34 pm »
I've got a GeForce 8600 GTS and I experience no lag at all. I'll see what I can do to lessen the strain for you all though.

EDIT: I tried running it on my laptop, no lag at all. Although I have a theory... Do any of you that experience lag have duel/quad core CPUs?

Tips, Tutorials, Examples / [WINDOZE] Basic Movement Demo
« on: April 09, 2008, 08:18:14 am »
Big people that feel important have began using this topic against me, which is where I draw the line.

This thing Dylan released, has nothing to do with the GL version. Stop calling my code slow. Stop blaming me. This is Dylan's code entirely; it uses nothing but WinApi, and you all know Windows blows.

Not a line of this code exists in any release so far, and not many will likely exist in versions to come.

Thank you.


This sample shows Keyboard Detection and Sprite Animation. It was made using the ENIGMA Engine (Windoze Version 0.6).


Please report any bugs,
PS: Yes, I know it doesn't work in Linux.... Or at least I don't think it does. O.o

Announcements / Back to work, slave!
« on: April 09, 2008, 03:19:00 am »
That's right. I'm back to being a slave to my own pride as a programmer which means that I'm back on the ENIGMA project.

Currently working on:
1) Revising all of my old code.
2) Windows GUI and functions.
3) Creating sample games/projects.
4) Limiting the amount of work the parser needs to handle.

You may be interested to know that the first demo will be released shortly, possibly a week if I can fit in the time.

EDIT: Demo available! Here's a link to the topic:

I just love saying that, can you tell?

Basically this edit is to explain Dylan's demo. You see, he's working on the DirectX port, which depending on the graphics card may perform better on Windows. I have a lot more ports planned, so don't be too awful surprised.

To expand on that, everything about ENIGMA will be interchangeable. So you can have Windows+OGL, or Windows+DirectX. Or you can have Mac+OGL or Linux+OGL. (No DirectX on either of those, but you get the idea).

The plan doesn't stop there, but I'm not publicizing the rest yet.

Also now that Dylan's back, ENIGMA will regain some of its functions I thought I had but lost.

Have fun.

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