Yes, I am currently using a wrapper called Delphi-X for direct-x.
Delphi 2 unleashed had a chapter on direct-x but it was mainly about
accessing the interface not optimisation. I will have a look at the Delphi 4
chapters though, thanks.
The actual drawing of objects is not the problem I am facing, thats all
working very smoothly, its the underlying logic and just getting everything
to work very fast.
Matt.
----- Original Message -----
From: Coulter, Jeremy <[EMAIL PROTECTED]>
To: Multiple recipients of list delphi <[EMAIL PROTECTED]>
Sent: Monday, September 13, 1999 9:31 AM
Subject: RE: [DUG]: Optimisation.
> Well I know that Delphi 4 Unleased has a chapter or 2 on gaming.
> BUT I cant remember if its using Direct-X or not. I know it gets a
meantion.
> Have you looked into Direct-x for games ?
>
> Jeremy Coulter
> Application Developer
>
> Application Development Centre
> Compaq Computer New Zealand Ltd.
>
> Phone: 64 3 371 5724
> Fax: 64 3 371 5724
> Mobile: 64 0212533214
> E-mail: [EMAIL PROTECTED]
> Personal Email: [EMAIL PROTECTED]
>
>
>
> -----Original Message-----
> From: Matthew Comb [mailto:[EMAIL PROTECTED]]
> Sent: Monday, September 13, 1999 9:25 AM
> To: Multiple recipients of list delphi
> Subject: [DUG]: Optimisation.
>
>
> HI guys,
>
> just to break up the conversations about DB controls :)
>
> A question about gaming techniques with Delphi.
>
> I am programming the odd game with Delphi and am wondering what are the
most
> efficient datatypes to use. For example.
>
> I am using Tobject as the basis for some of my sprite objects and when I
am
> handling them within the game I am using a tlist.
>
> Trouble is in some of my games the number of objects that are being added
> and deleted are quite huge as one of the types of objects I have is a
bullet
> and one of the other objects is a plane that sprays bullets everywhere :)
>
> I am thinking this probably isn't the most efficient way of doing things
but
> thought that some of you would have some ideas.
>
> Cheers,
>
> Matt.
>
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