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RE: Information Outlet



There might be some info here:

http://www.flipcode.com/demomaking/issue10.shtml



> -----Original Message-----
> From: gameprogrammer-owner@gameprogrammer.com
> [mailto:gameprogrammer-owner@gameprogrammer.com]On Behalf Of Habil Silva
> Sent: Monday, March 13, 2000 6:50
> To: gameprogrammer@gameprogrammer.com
> Subject: Re: Information Outlet
>
>
> Hi.
>
> I only read your posting yesterday, and I am really interested in reading
> your work. I'm
> also interested in the same programming areas as you: graphics &
> optimization.
> I also avoid using third-party SDK's and drivers, preferring to
> build my own
> routines. Last year I designed a fully optimized GUI for a school project,
> in just
> four months (under DOS, using VESA 2.0 support) with scrollbars,
> checkboxes,
> menubars, etc, and graphics/text overlapping windows. It also featured a
> virtual desktop,
> and I invented(?) a technique called 'font caching' to speed-up
> the drawing
> of vector text.
> I'm currently working on a game, but I'm unable to do fast bitmap
> stretching
> & rotating in
> real-time. I would really enjoy learning from what you have done in this
> area.
> If you want to send me any large files, use this address:
> habil_silva@netc.pt
>
> Thanks in advance,
> Habil Silva
>
>
> ----- Original Message -----
> From: <EnderWiggenRules@aol.com>
> To: <gameprogrammer@gameprogrammer.com>
> Sent: Sunday, March 05, 2000 6:03 PM
> Subject: Information Outlet
>
>
> > Hi. I'm relatively new to this mailing list and have been enjoying it
> quite a
> > bit. I am a computer graphics programmer and have been exploring game
> > programming for some time. I would like release a few text files/source
> code
> > to you guys and tell me what you think. They will cover simple
> techniques
> > like resizing images (the
> do-it-yourself-so-that-it-goes-faster-than-DirectX
> > way) to morphing of images to full-blown 3D programming (no libraries -
> all
> > hard code). I almost never use libraries - I prefer to know what every
> single
> > command I type does. I also am an expert of optimization
> techniques. Would
> > this mailing list be a good place where I can release this information?
> You
> > can use all of the information I send in whatever programming
> environment
> you
> > want. Most of these will be how-tos instead of hard code so that you can
> make
> > it yourself, and not need to credit some really expensive SDK. The only
> > reason I'm asking is because I haven't seen anybody else do this, and I
> would
> > like to do it myself. While I'm at it, give me some suggestions
> on what I
> > should cover. I'll do my best to cover whatever you ask.
> > Thanks
> > -Ender Wiggin
> > =================================================================
> > The GameProgrammer.Com mailing list is for the open discussion
> > of any topic related to the art, science, and business of
> > programming games. This list is especially tolerant of beginners.
> > We were all beginners once
> >
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>
>
> =================================================================
> The GameProgrammer.Com mailing list is for the open discussion
> of any topic related to the art, science, and business of
> programming games. This list is especially tolerant of beginners.
> We were all beginners once
>
> To SUBSCRIBE or UNSUBSCRIBE please visit:
> http://gameprogrammer.com/mailinglist.html
>

=================================================================
The GameProgrammer.Com mailing list is for the open discussion
of any topic related to the art, science, and business of
programming games. This list is especially tolerant of beginners.
We were all beginners once

To SUBSCRIBE or UNSUBSCRIBE please visit:
http://gameprogrammer.com/mailinglist.html