GLOGIC 20 wrote:
> Thanks Thomas
> Good idea about decreasing the velocity exponentially! will work on that 
> next cheers.
> also the green colour is just in there while im woking on it coz i wanted to 
> be able to differentiate from some of the other objects in the game. will 
> mix up the colours when im happy with the spread of the explosion.
> afraid i dont know how to work with GPU's yet only being programming couple 
> of months
> and ill move newpos aswell thanks again
> do u have any idea how i can place an image onto the form so that it fills 
> the full surface of the form? as in stretch to fit?
> Gav

Well, you don't actually work directly with the GPU.  You use DirectX or 
OpenGL, which handles all the ugly details.  Stretching an image is 
pretty easy under 3D - you just map the polygon (rectangle) to points on 
the texture (image) and DirectX/OpenGL (and ultimately, the dedicated 3D 
graphics card hardware) takes care of the rest.

IIRC, Kerry Thompson here on c-prog works/worked in the game industry. 
Haven't seen him around lately on the list.  He's better at this than me 
- I've never actually written any games for Windows.  Been meaning to 
but just haven't had any time.  Done enough research to know most of the 
latest stuff.  I've done games for embedded hardware, though.  Weird, 
since I don't usually touch the stuff.  The main thing that has always 
held me back from developing games for the PC are the audio effects 
(sound and music).  Bad sound effects can be worse than no sound, but 
people expect sound and music in Windows-based video games.  Embedded 
hardware (e.g. Palm) has useless tweeters/beepers that annoy people...so 
no sound in a game is quite acceptable on those platforms.

Assuming Windows, take a look at StretchBlt().  It is ugly but it'll 
work.  Are you using Borland C++ Builder?

I don't know if you've found it already, but gamedev.net is an excellent 
resource even if you are just doing 2D stuff.

-- 
Thomas Hruska
CubicleSoft President
Ph: 517-803-4197

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