wyrd
Senior Contributor
.NET is evil. It has lured me into its claws by providing such simple and elegant ways to accomplish tasks, which would of taken hours upon hours to do in another language. In the end, it has seduced me in such a way that I cannot refuse it. And now I am proud to call myself a lazy programmer, because if I can help it, I'll never program in another language again, as I would obviously not have the patience to deal with such ugly syntax.
This could only be the work of evil.
Today I was toying around with my DX utility class library, and was adding resize logic (which later I found out that I didn't need to). Just for fun, I fiddled around with the WindowState of the form that I was using, and resized it to FormWindowState.Maximize. I know it was mentioned a few times on these forums, but I totally forgot that it was a cheap way to simulate fullscreen for a game.
My GameSurface (holds primary and buffer) has been greatly improved in the flexibility it can handle, all because of what .NET does for me. You can resize the window at will, move it around, set it to a control on a form, or even set the form to fullscreen to get the "fullscreen" effect. All of this is basically done for me, and has saved me the pains of adding my own code to handle such features. Heck, it even has some helper methods such as Control.PointToClient. LOL. Yet more code I didn't have to write.
I know this is not ideal for "real" games, but I'll take a small performance hit any day to have a flexible class that I can use in any situation, which didn't take me long to code at all.
This could only be the work of evil.
Today I was toying around with my DX utility class library, and was adding resize logic (which later I found out that I didn't need to). Just for fun, I fiddled around with the WindowState of the form that I was using, and resized it to FormWindowState.Maximize. I know it was mentioned a few times on these forums, but I totally forgot that it was a cheap way to simulate fullscreen for a game.
My GameSurface (holds primary and buffer) has been greatly improved in the flexibility it can handle, all because of what .NET does for me. You can resize the window at will, move it around, set it to a control on a form, or even set the form to fullscreen to get the "fullscreen" effect. All of this is basically done for me, and has saved me the pains of adding my own code to handle such features. Heck, it even has some helper methods such as Control.PointToClient. LOL. Yet more code I didn't have to write.
I know this is not ideal for "real" games, but I'll take a small performance hit any day to have a flexible class that I can use in any situation, which didn't take me long to code at all.