Mirage Source

Free ORPG making software.
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 Forum: General   Topic: I wanna play a active 2D MMORPG :P

Posted: Sat Jul 29, 2006 2:33 pm 

Replies: 25
Views: 8652


Advocate wrote:
SoM's gfx are IN the client. They are read from picture boxes client side.


Uhoh... hope you have a few gigs of RAM to spair then. :roll:

 Forum: General   Topic: how to updated the mousex and mousey

Posted: Fri Jul 28, 2006 10:37 am 

Replies: 21
Views: 7699


So you want to always calculate the new position? Try the GetCursorPos API.

 Forum: Resources   Topic: more optimizations :/

Posted: Wed Jul 26, 2006 11:27 am 

Replies: 18
Views: 8191


It is pretty hard to do, and could be considered the hardest stuff to do in any language. You just have to learn your way around code and use reasoning to find the most effecient method.

 Forum: Resources   Topic: Optimize Your Packets!

Posted: Wed Jul 26, 2006 2:25 am 

Replies: 68
Views: 41119


is there an easy way to add this :lol: i looked at the code and didnt really understand it :/ Simply - no. 8) If you want to use binary packets, you're going to have to redesign every single packet once to fit the system, then again to optimize them. Oh also, something I noticed is that you guys pa...

 Forum: Resources   Topic: more optimizations :/

Posted: Wed Jul 26, 2006 2:21 am 

Replies: 18
Views: 8191


Stuff like String$() instead of String will speed it up, but you wont even notice the difference unless you are calling it about 100,000 times a second. Most optimizations you have to actually look through the code and think outside the box - reading files in binary instead of getprivateprofilestrin...

 Forum: Resources   Topic: Convert Mirage to Direct 3d

Posted: Mon Jul 24, 2006 11:28 pm 

Replies: 26
Views: 10395


vbGORE in my sig uses DX8. :wink: Check around the Engine_Init_... subs along with Engine_Render_Rectangle - that is where the bulk of the DX8 code is. You can also check out DirectX4VB's examples

 Forum: Resources   Topic: Convert Mirage to Direct 3d

Posted: Mon Jul 24, 2006 9:21 pm 

Replies: 26
Views: 10395


You don't need a surface for every tile, you can have a texture/surface for every 16 tiles. I know in, at least DX9's sprite system you can have a 256x256 area and only blt parts of it. Actually sorry to sound technical, but you use textures. Far different from surfaces. :wink: Textures, granted, h...

 Forum: Resources   Topic: Optimize Your Packets!

Posted: Mon Jul 24, 2006 8:46 pm 

Replies: 68
Views: 41119


My only criticism is that, although you are creating a byte array to send, you are still sending in the form of a variant. This really isn't avoidable through the Winsock controls. I'd reccomend switching to the Winsock API so you can change that variant to a byte array and speed things up even more...
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