Comments (5)
Would be good as an learning process. If anybody of the forums will see the final Game, they can explore several ways how to implement things. Good Idea.
Shall I devide the DInputControllers into more SubController?
DInputKeyboardController, DInputMouseController, DInputGamepadController?
So we would have 4 Controllers?
For the time being, I will let this as it is. First I want to create more access functions, more features and more Settings for the DInput Class. When I'm satisfied with the way DInput works, I will create 3 new Controllers, which use Functions of DInput to operate. Just like you suggested it ^^
from ballistiks-mk-i.
I'll try to do the same thing later on Hardware Acceleration. Making it an own module. So you can switch between Chilis Software Renderer with DirectX Hardware Renderer, as you please (even runtime?). Maybe Later we can combine all Modules to form one DirectX Module.
Still a lot of funny things to do and to learn, but we'll get to it :D
from ballistiks-mk-i.
Had an Idea. Maybe I could utilize Reference Counters. When the first Type of DInputController is created, Dinput will be initialized. When this Pointer reaches 0, so no DInputControllers exist in the Engine, DInput will destruct itself.
Though this would make it difficult to switch The InputHandlerModules (Dinput or Windowsmessages or anything we implement.) in Runtime. But on the other Hand having a lot of Modules Initialized (like DInput, Direct3D, DirectSound,any of the GDI Components or any of the OpenGL Components), our Programm might be bloated extremly and Slow down the whole Game in the End.
from ballistiks-mk-i.
Shall I devide the DInputControllers into more SubController?
DInputKeyboardController, DInputMouseController, DInputGamepadController?
Yeah, I think that's a good idea. One controller for each style of control. So there would be keyboard; keyboard + mouse; and gamepad.
For the time being, I will let this as it is. First I want to create more access functions, more features and more Settings for the DInput Class. When I'm satisfied with the way DInput works, I will create 3 new Controllers, which use Functions of DInput to operate. Just like you suggested it ^^
That sounds perfect.
I'll try to do the same thing later on Hardware Acceleration. Making it an own module. So you can switch between Chilis Software Renderer with DirectX Hardware Renderer, as you please (even runtime?).
I've also thought of this. It would be neat to implement, but it will be a lot more difficult than for the controllers so don't knock yourself out over it. We can always maintain separate branches for the different graphics versions and update them all independently if we want to maintain both.
Had an Idea. Maybe I could utilize Reference Counters. When the first Type of DInputController is created, Dinput will be initialized. When this Pointer reaches 0, so no DInputControllers exist in the Engine, DInput will destruct itself.
Though this would make it difficult to switch The InputHandlerModules (Dinput or Windowsmessages or anything we implement.) in Runtime. But on the other Hand having a lot of Modules Initialized (like DInput, Direct3D, DirectSound,any of the GDI Components or any of the OpenGL Components), our Programm might be bloated extremly and Slow down the whole Game in the End.
This isn't a bad idea, but again will be trickier to implement. The savings on efficiency probably won't be that great either, so don't kill yourself trying to get it to work or anything. Still, it would be neat from an architectural / elegance point of view. 😁
from ballistiks-mk-i.
If you put the renderers or InputManager in seperet .dll's you might be able to load it easilier. Also You can use this .dll's for the other games/project. But that's an advanced topic and is a cool idea for the future. For the moment I would be completely happy if the code works as it should.
from ballistiks-mk-i.
Related Issues (1)
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from ballistiks-mk-i.