My brain makes things explode.
Posts tagged Win32
C++/D3D Pong Tutorial 04: Adding Keyboard Input
Apr 25th
Tutorial Description
In the last tutorial, we established a rendering engine and got scene objects working, with basic physics. In this tutorial, we are going to implement the initial Input manager, which will be focusing on the keyboard. I was planning to include mouse input, but it turns out that DirectInput only handles the mouse in relative positioning – which is perfect for three-dimensional first-person shooter games that need to track the movement of the mouse – but it’s poor for two-dimensional casual games. For those of you that do wish to use mouse input, I will be covering it a later tutorial – the methods of getting absolute positioning will require a bit of modification to our engine.
Downloads
Please note that I’ve switched to using 7-zip in place of WinRAR for compression
Binary Only (20.4KB)
Full VS2010 Project Dir (26.8KB)
SVN Repository
As of this tutorial, I have created and added a Subversion repository on Assembla to store the code for the tutorial series. I will continue to upload the source for each tutorial – the SVN will merely contain the code as I write it, so you can feel free to play around with the code that I’m working on before I release a tutorial. Mostly, this is to help people play around with things if there’s a point where I’m slow to create the tutorial following the code (as was the case with this tutorial).
SVN URL: http://svn2.assembla.com/svn/d3dpong
Starting Words
Notice: This tutorial continues from where “C++/D3D Pong Tutorial 03” article left off. Please read it if you have not already.
Qt4
Mar 29th
As of last night, I started looking into using Qt4 for future Application development projects of mine – and damned if it doesn’t look like the best option available to me (the best alternative being writing the UI on each different platform individually). For those who don’t know, Qt4 is an immensely popular and very powerful cross-platform application library that works with C++, and is supported on a large number of machines – from 64-bit Windows desktops to 32-bit embedded Linux solutions to the wonder that is Mac OS X. All without having to change the code – all that is required is a recompile (assuming you’ve set things up properly, of course). It even supports cross-platform project (.pro) files, and has a cross-platform toolset that accompanies its SDK – including a GUI designer, a set of debugging tools, and even an IDE that ties with a MinGW compiler.
I’ve started working again on an IRC client – now under the name alienIRC (formerly SevenIRC, which was being planned solely for Windows). I’ve also decided to make it completely open-source, and intend to license it under LGPLv3, something it shares with the Qt framework that is going to power it. I’m going to be setting up a Git repository on Gitorious for the project, and will be setting up some development pages on this blog – including issue tracking, a wiki, and some other tools. Right now, my plan is to closely emulate the mIRC interface – mostly because mIRC is my favorite IRC client – and will be working to make sure it feels native on all supported platforms. I will personally be maintaining builds on Windows (32- and 64-bit), OpenSUSE 11, and Mac OS X Snow Leopard. I will primarily be using the IDE that comes with Qt, though I will work to ensure that it compiles in X-Code 3 and Visual Studio 2008/2010.
As far as alienIRC itself goes, I’m looking at the possibility of using WebKit for the chat windows’ messages. This would make it incredibly easy to add formatting, because I could easily change messages from the mIRC color character into HTML tags before adding the text to the message box. It all depends on how it runs compared to a custom text box. I also plan to implement a number of features that are popular with mIRC, such as scripting (Lua, specifically), “address books,” nick highlighting, file sharing, et cetera. I’m currently working on some UI concept work – since it will have to be different from SevenIRC’s WPF plans and the previous OS X-only alienIRC UI concept that relied on some UI elements only found on Mac (such as Drawers).
If anybody is interested in contributing to this project, send me some messages – I’d be happy to hear your input, especially on features that you feel would be good to implement. Make sure you sign up for an account on Gitorious – and that you upload your SSH keys and such. If you’ve never used Git, and you’re a Windows developer, this is a very useful link for seting it up on Windows: Git for Windows Developers: Part 1
C++/D3D Pong Maintenance: The Game Loop/Frame Delta
Mar 25th
Tutorial Description
While running the game/engine that we’ve been developing throughout this tutorial series, you may have noticed that the engine kind of runs… like crap. So, before moving onto the next tutorial in the series (the code for which is completed), which will cover keyboard and mouse input, I feel that it’s somewhat important to fix this. It’s just going to be some small updates to CGameEngine.cpp, so it won’t be hard.
Code Listing 1: CGameEngine.cpp -> CGameEngine::CGameEengine(void)
First, we’re going to correct an error with our game timer, which we never actually created an instance of in code – causing the GetRunTime feature to fail due to a member variable not being initialized (CGameTimer::_start). Replace the constructor for CGameEngine with the following, in CGameEngine.cpp
CGameEngine::CGameEngine(void)
: _windowHandle(NULL), _windowTitle(L"D3DPong"),
_screenWidth(640), _screenHeight(480), _colorDepth(32),
_gameRunning(true), _gameTimer(new CGameTimer())
{
}
Code Listing 2: CGameEngine.cpp -> CGameEngine::Update(void)
Our new Update method is much smaller than it was before. We’re still using fast-as-possible rendering and updating, so this isn’t going to fix the minor graphics tearing that you’ve no doubt noticed before this, but it is going to make things run a little better.
void CGameEngine::Update(void)
{
float delta = this->_gameTimer->GetRunTime();
GameUpdate(delta);
this->_gameTimer->Reset();
this->BeginRender();
GameRender(delta);
this->EndRender();
}
Nicer, cleaner, shorter. This was caused by a bit of an inconsistency and laziness on my part, but things should run a bit smoother now. In the next tutorial, we’re going to be adding input, and will put the beginning pieces of our game into effect. I’ll cover enabling VSync at a later point, because I’m too lazy to deal with it right now. It’ll probably be in another “Maintenance” mini-tutorial.
Expect Tutorial 4 soon!
C++/D3D Pong Tutorial 01: Setting up the Project
Jan 24th
Alright, the time has come for me to start up my tutorials again. Suppose I’ll start off with creating a Pong clone using C++ and Direct3D 9 (the game will be in two dimensions, though, for this product. Perhaps a 3D Pong tutorial can come later.)
Welcome to the D3D Pong Tutorial Series
Throughout this tutorial series, we will be developing a two-dimensional Pong clone using C++ and Direct3D 9. The tutorial assumes basic knowledge of the C++ language, as well as basic familiarity with namespaces, pointers, and the Microsoft Visual Studio IDE.
System Requirements
This tutorial series assumes that the following are true:
1) You have the DirectX SDK installed and configured on your system.
2) You know how to configure your IDE to use the header files and libraries included within the DirectX SDK
3) You know how to set up a new Win32 project (vice the use of a console project) in your IDE
4) You know how to add static libraries to a project within your IDE
Tutorial Description
This tutorial covers the first part of the D3D Pong project. We will create a Windows Application project, add the appropriate libraries, and will create the game/application window. In the next tutorial, we will cover setting up Direct3D, and will lay out the framework for the game engine.