I'm developing a scrolling 2D game in DirectX8, using TLVERTEX. This works fine, however the way I'm doing it is incredibly slow. I'm going to be blitting multiple rectangular images to the screen, but because the screen scrolls. the X and Y components of the vertices need to be changed each the screen moves (or each time they are blitted, whichever is faster). Is there an easier way to do this?
Also, what would be the fastest way of implementing a static background image to the screen? Thanks.
see if you like this scrolling?
press f1 to see different maps. click to exit.
Last edited by damasterjo; Dec 30th, 2005 at 04:38 PM.
Software languages known: Qbasic - TI-Basic - Liberty Basic - Visual Basic 6
Software API's known: Directx 7 and 8
Internet languages, in the process of learning: HTML - JAVASCRIPT - PHP - CSS - MYSQL - AJAX
no that was actually direct draw. dx7. But I did some research and was going to use dx8 the way you want to, but there are many manipulations you have to make to the verticies in order to graph them. And if you read the next map you have to redifine all the textures for all the tlvertex's. I did not really find it feasable to do it with that. So I used direct draw. If someone else could help that would be great. I know when I was trying to do it jacob roman told me he would work on a tile engine for dx8, so I dont know. I could show you how to do it in dx7
Software languages known: Qbasic - TI-Basic - Liberty Basic - Visual Basic 6
Software API's known: Directx 7 and 8
Internet languages, in the process of learning: HTML - JAVASCRIPT - PHP - CSS - MYSQL - AJAX
I'm fine on tile engines, and scrolling I've got down good as well, but thanks for the offer. Actually, what I'm doing is blitting rectangles around in practically random spots, there's no order to it. I've heard DX8 is faster, so I went with it. Is speed going to be a problem in 2d here, or is there a better method I just don't know? Thanks.