📄 cpplecture.html
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<BR><Raymond_2> *lpByte=(Alpha*(lpColor->R-*lpByte)>>8)+*lpByte;
<BR><Raymond_2> lpByte++;
<BR><Raymond_2> i++;
<BR><MOOCOWMOO> can someone here teach me BNC real quick?
<BR><Raymond_2> }
<BR><Raymond_2> return;
<BR><MOOCOWMOO> or how to use it
<BR><Raymond_2> }
<BR><Raymond_2> this will put an overall color shade on an image
<BR><pitpat-> moocow we have a lecture
<BR><Mtcx> yeah, sh
<BR><MOOCOWMOO> ok i b quiet
<BR><Raymond_2> hehe,
<BR>*** rek[away] Quit (Quit: )
<BR><Raymond_2> so, getting back to the story
<BR><Raymond_2> after about two years of research
<BR><ElfQrin> good nite, if someone could remember that please mail
this lecture to me when it'll be finished.
<BR><ElfQrin> cya
<BR><Raymond_2> ive finaly come up with a very advanced multimedia and
game development engine
<BR><pitpat-> cya elf
<BR><snider> nitey nite
<BR><Raymond_2> it sport's it's own image type called the GMB
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<BR><Raymond_2> and has the option of RLE compression
<BR><Raymond_2> in some cases, for animation streams
<BR><Raymond_2> compresion can be as high as 12 mb file to 2 mb file
<BR>*** Red_Death is now known as Smoking_Death
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<BR><Raymond_2> the engine also supports an object framework
<BR><Raymond_2> for creating buttons scrollbars
<BR><Raymond_2> windows
<BR><Raymond_2> and the custom objects that are used in the engine
<BR><Raymond_2> those being..
<BR><Raymond_2> Actor2D
<BR><Raymond_2> Actor3D
<BR><Raymond_2> HotSpot
<BR><Raymond_2> SpotLight
<BR><Raymond_2> and zBuffer object
<BR><Raymond_2> the real power of this lecture is in that i am going
to distribute my engine to anyone who wants it
<BR><Raymond_2> free of charge
<BR>*** essex Quit ()
<BR><blitz> i want it
<BR><Raymond_2> and to do with whatever you like
<BR><pitpat-> i have it
<BR><pitpat-> hehe
<BR><pitpat-> ;)
<BR><Raymond_2> but, obviously
<BR><Raymond_2> ther is no warently impiled
<BR><blitz> k
<BR><Raymond_2> and you face all conciquences of using it
<BR><pitpat-> yea pay respect to ray if you use it
<BR><blitz> k
<BR><pitpat-> he spent 2 years developing it
<BR><Raymond_2> a comment about me would be nice
<BR><Raymond_2> but not totaly neccisary
<BR><Raymond_2> i simply want the people in the world to have the best
tools possible
<BR><NemoH> ray: what's the advantage of doing this vs using something
like directx or opengl?
<BR><Raymond_2> the advantage of using my engine over DX or opengl
<BR><Raymond_2> is that the software rendering that it does
<BR><Raymond_2> is faster that the software rendering of directx
<BR><Raymond_2> while it doesn nor support hardware modes
<BR><Raymond_2> *not
<BR><Raymond_2> it also requires no dependency
<BR><Raymond_2> otehr than what win32 already has
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<BR><blitz> so with those tools I ll have almost everything right?
<BR><Raymond_2> and the functionaly was built very moduarly
<BR><Raymond_2> so you coudl adapt it to directX
<BR><NemoH> ray: well it's definitely tied to win32
<BR><Raymond_2> with the file i am going to distribute
<BR><Raymond_2> definetly
<BR><Raymond_2> if you haev MSVC++ 6.0
<BR><Raymond_2> you can use this engine
<BR><Raymond_2> it may be possible to use it on other compilers
<BR><Raymond_2> but i havent tested it on such
<BR><Raymond_2> the engine has been tested on win95, 98, me and 2k
<BR><NemoH> and do you support all of the operation that directx does
or do they need to be implemented
<BR><Raymond_2> i doont suport all of what directx does
<BR><Raymond_2> for instance
<BR><Raymond_2> i dont support a rotation blt
<BR><Raymond_2> or an alphablt
<BR>*** Smoking_Death is now known as Red_Death
<BR><Raymond_2> but ther implementation can be very easily worked into
the existing class structure
<BR><Raymond_2> sicne bitmaped images are handled in the FC_Image Class
<BR><Raymond_2> and all other functions take a pointer to an FC Image
<BR><Raymond_2> ther is lots of base functionalty
<BR><Raymond_2> and lots of room for expansion
<BR><Raymond_2> the best part of the engine tho
<BR><Raymond_2> and actualy that part that i almost didnt wana give
away
<BR><Raymond_2> is that it has a multichannel audio mixer
<BR><Raymond_2> for async wave file play
<BR><pitpat-> :)
<BR><Raymond_2> meaning that you could play up to 200 waves simultaniously
<BR><pitpat-> :)
<BR><pitpat-> yea that's alot
<BR>*** Raymond_2 (hehe@BOX-24664.navipath.net) Quit (Read error: 104 (Connection
reset by peer))
<BR><pitpat-> oh no
<BR>*** Raymond_2 has joined #bsrf
<BR><pitpat-> Raaaaayyyyyy!!!!!!1
<BR><Raymond_2> =)
<BR><pitpat-> lol peer took you away
<BR><snider> hehe
<BR><Raymond_2> so, without futher or do
<BR><Raymond_2> im going to give the source to snider
<BR><Raymond_2> and he will distribute it to those who want it
-- Look near end of file
<BR>*** RealStony is now known as Stony
<BR><pitpat-> ray
<BR><blitz> k
<BR><pitpat-> can i put it up on my site?
<BR><pitpat-> people can go and grab it
<BR><Mtcx> pitpat - where's you site
<BR><Raymond_2> you can, but obviously it would be nice if you gave
me a bit of credit on the site
<BR><pitpat-> yea
<BR><pitpat-> www.mmm69.com
<BR><pitpat-> nothing yet
<BR><blitz> ya
<BR><Raymond_2> dont pass it off as your own, hve pride=)
<BR><Raymond_2> lol
<BR><pitpat-> don't worry ray
<BR><Raymond_2> i will now take any questions on the engine or the lecture
<BR><blitz> uhm...
<BR><blitz> so this program your talking about it will go faster right?
<BR><Raymond_2> it provies the fastest possible output from the base
graphical system of windows
<BR><Raymond_2> that is without using DirectX
<BR><Raymond_2> or any other Library
<BR><blitz> cool
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<BR>*** ArSeNiC Quit (Quit: )
<BR><Mtcx> so how do we get it?
<BR><Raymond_2> it also supports the playing of avi movies and the like
<BR><Raymond_2> im working with snider right now
<BR><blitz> ok
<BR><Mtcx> ok
<BR><pitpat-> k
<BR>*** Temp-nick is now known as AlienDaemon
<BR><snider> i'll send it, if you need it right away. or you can pick
it up from the lecture log (tomorrow)
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<BR><Mtcx> where will the lecture log be?
<BR><Raymond_2> im also including the documentation for the engine
<BR><Raymond_2> not it is incomplete
<BR><Raymond_2> *note
<BR><Raymond_2> but it will shed alot of light on the objects
<BR><XarZ> damn....i missed a lecture
<BR><blitz> well I wanna wait for the documentation when can i get it
with everything?
<BR><Raymond_2> and also
<BR><Raymond_2> if ther becomes the need
<BR><Raymond_2> and i get alot of intrest
<BR><Raymond_2> let pitpat know about it
<BR><Raymond_2> and he will get back to me
<BR><pitpat-> :)
<BR><Raymond_2> and maybe we can post some code samples of the engiens
use on his page
<BR><pitpat-> :)
<BR><XarZ> what engine?
<BR><pitpat-> anything you want ray
<BR><XarZ> gfx?
<BR><XarZ> kewl
<BR><Raymond_2> multimedia engine
<BR><Raymond_2> specialy developed for games
<BR><XarZ> o
<BR><XarZ> kewl
<BR><Raymond_2> but can be used for multimedia
<BR><XarZ> like a dX thing
<BR><Raymond_2> and high quality sound and animations
<BR>*** AciBiBeR Quit (Ping timeout: 180 seconds)
<BR><Raymond_2> like dx, but it's standard win32
<BR><Mtcx> so where will the lecture log be tomorrow, where we can download
it?
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<BR><pitpat-> Mtcx ask snider
<BR>*** Antid0t has joined #bsrf
<BR><Pecca-ve> snider?
<BR><blitz> I think he's busy
<BR><XarZ> well....the only thing i hate about dX is that u need the
whole SDK to use it correctly...and those are lots of filez...
<BR><snider> yeah i was gonna set up an auto-transfer script but what
the hell
<BR><pitpat-> snider are you gonna put it up on the site?
<BR><snider> yes, but i don
<BR><snider> err
<BR><snider> don't have access, so mikkkeee will have to get it first
<BR>*** _Dhamster- Quit (Quit: Leaving)
<BR><Pecca-ve> bsrf´s site?
<BR>*** Antid0t Quit (Not enough time connected)
<BR><snider> blacksun.box.sk yes
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<BR><Pecca-ve> k
<BR><blitz> where's mikkkeee
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<BR><pitpat-> ray thanx for the lecture
<BR><pitpat-> :)
<P>---End of Lecture--
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