Jump to content
Xtreme .Net Talk

bri189a

Avatar/Signature
  • Posts

    1014
  • Joined

  • Last visited

Everything posted by bri189a

  1. I had to look at in notepad since I only have C#.NET (but I still looked at the EXE), but it looks like I've deffinitely been doing things the hard way and looks like a couple of those methods I've been meaning to research I need to go ahead and do (Invalidate()); otherwise that is so unbelievably simple? Was that in a help file that I spaced on? Geez... well hopefully they'll keep that up for awhile for the rest of us who are new to the GDI world. Thanks a lot for your help!
  2. I'm a recently converted VB6'er - I came to the light side earlier this year. C# is soooo much cooler; anyways, everything I've been doing so far are pretty basic. However now I have need to get to Window's API (to get the Processor information)... I knew exactly how to do it in VB6 (Public Declare Function x Alias "x" (blah..blah)); anyway that whole assembly file confuses me still and this [DLL] stuff (using the brakets and the syntax for it and what you can put inside there) that I think your suppose to use in it or in your class to get the API, but the help files on it are vague... so someone who could real quickly give me the syntax for API calls please clue me in. One thing about that though; when the API calls for a pointer are you suppose to use the * for the variable your passing or just the variable. ByRef and ByVal was easy in VB6; they almost seem identical or opposite at times in C# - (still learning as I go, you know how it is :)). Thanks!
  3. I developed a method that uses a lot of math and is a pain in the rear to use (because I actually send all the points (however many up to 21) of the polygon rather than just the rect that contains it for complete accuracy). Does .NET have a built in library that I'm not finding for hit-testing? Or do some of you more experciened one's have any suggestions on how to do it the easy way?
  4. As always I'm playing catch-up; I didn't get .NET until last year, and that is when I switched from VB6 to C#.NET; I like C# better by the way - more intuitive. Anyway, graphics is always a fun thing to play with and I've always be a self-teacher so I know I'm doing somethings wrong (as far as best practices), but that's for a later post. Looking around 30 fps for painting full screen seems to be standard (maybe not) with GDI+, regardless, my experiances playing with Flash 5 have taught me that things (objects) moving fast across the screen don't look (appear) smooth at this frame rate, you almost need triple that speed with your movement increments decreased (going 1 pixel per frame rather than 6) for it to appear both fast and smooth. My question is for you guru's... is 30 fps fast enough for action games where things are constantly moving or should GDI+ strictly be used for board-like/card games that aren't graphic intensive? And if it is fast enough how do you get to not appear choppy because your moving objects 6+ pixels per frame for it to appear to me moving fast? Also it would seem that if you could tell GDI+ to only repaint what needs repainting it would be able to run faster; is there a way to do this? And one last thing; I read in a post about manually double buffering? How do you do that? I've been doing: this.SetStyle(ControlStyles.DoubleBuffer | ControlStyles.UserPaint | ControlStyles.AllPaintingInWmPaint, true); Is this wrong? Maybe an alternative would increase the fps? Example please. I played with BeginRegion() and EndRegion() just to see what it does, but is there a real-world use for it? Sorry for the length, but I'm trying to play catch-up with the rest of the programming world, I'll save the rest of my q's for later :) Brian
×
×
  • Create New...