Which is the Best Rendering Technique?

iMuYa

Member
Joined
Sep 21, 2004
Messages
16
Location
Malaysia
Dear DirextX Player

Im looking for the best way for rendering. I notice that both well known techniques:
1. Paint - Repaint (100%, but someone claimed that its much more efficient)
2. While NOT GameOver WEND (100%)

are very processing intensive task.

Ive played some simple 2D games, even Warcraft 3. They are not that processing intensive in my opinion.

Take for example, Hoyle Casino game (2D game, but with lots of animation) consumes 15% to 30% depending on the game selected. I wonder how the game was rendered.

Where on my side my game look as easy as the mentioned game (2D only) Consumed 100% full resources.

Please help me as well as enlighten me, which is the best rendering technique in order to achieve that kind of rendering.

Thank you.
 
iMuYa said:
Take for example, Hoyle Casino game (2D game, but with lots of animation) consumes 15% to 30% depending on the game selected. I wonder how the game was rendered.

Where on my side my game look as easy as the mentioned game (2D only) Consumed 100% full resources.

Im betting that the Casino game renders one frame, then goes into a waiting state which is as long as required for that system to keep the game running at a steady rate (and stops eating the cpu).

When I do my Direct3D stuff, i just enter into a continuous loop of screen/state updating. Any game animations then occur relative to the timespan between renders. It just seems the easiest and most problem free way. Plus, I like to keep my framerate up as high as possible, meaning animations are also as smooth as possible.

I suppose you could do it on by the waiting-state, especially if the specifications require it. I just prefer nice high framerates.
 
Vodzurk said:
Im betting that the Casino game renders one frame, then goes into a waiting state which is as long as required for that system to keep the game running at a steady rate (and stops eating the cpu).

When I do my Direct3D stuff, i just enter into a continuous loop of screen/state updating. Any game animations then occur relative to the timespan between renders. It just seems the easiest and most problem free way. Plus, I like to keep my framerate up as high as possible, meaning animations are also as smooth as possible.

I suppose you could do it on by the waiting-state, especially if the specifications require it. I just prefer nice high framerates.

Can you post the sample code on how to do that? The way u render your graphics. Actually, im doing a client server game and I need to run both thing at the same time, then the CPU consumption is very high and sometime jam.

By the way, the game that I mentioned has a full animation.

Thanks
 
iMuYa said:
Can you post the sample code on how to do that? The way u render your graphics. Actually, im doing a client server game and I need to run both thing at the same time, then the CPU consumption is very high and sometime jam.

By the way, the game that I mentioned has a full animation.

Thanks

Ill try and knock some basic code together this weekend (bit busy at moment, and quite a busy weekend coming up) to initialise Direct3D and start the render loop. It would be in C++.net with managed DirectX though, will you be able to compile/use that?

Also, have you gone through the examples in the DirectX SDK? Theyre quite good with basics such as starting up DirectX and setting a render loop going.
 
Vodzurk said:
Ill try and knock some basic code together this weekend (bit busy at moment, and quite a busy weekend coming up) to initialise Direct3D and start the render loop. It would be in C++.net with managed DirectX though, will you be able to compile/use that?

Also, have you gone through the examples in the DirectX SDK? Theyre quite good with basics such as starting up DirectX and setting a render loop going.

Yup, I can, maybe u can point out some technique of how to save the processing time while keeping the high rendering state.

Thanks.
 
Processing intensive? I got 800 FPS in my heightmap thing :P...
Do While Not Game Over and Paint/Repaint are the same speeds if its fullsceren, but in windowed, Paint/Repaint gives you more speed.

-The Pentium Guy
 
ThePentiumGuy said:
Processing intensive? I got 800 FPS in my heightmap thing :P...
Do While Not Game Over and Paint/Repaint are the same speeds if its fullsceren, but in windowed, Paint/Repaint gives you more speed.

-The Pentium Guy

Hi, so what kind of technique that u use to come out with that high FPS. Mine was just 200 FPS. Thanks.
 
800 isnt a lot :P... especially if you have a 9800 Pro overclocked to XT speeds and a p4c 3.0 overclocked to a 3.2.

btw, I get 800 FPS on my heightmap only if i render it 256x256. But in 1024x1024, I get around 140. If i increase the detail (to 4 vertices per pixel) i get 45 - which is just around where I want it to be.

So, you just need a good comp for that kind of FPS. Also, if I try to render a blank screen (dxDevice.Clear), I get ~2000 to 4000 FPS.

You DO get more FPS in fullscreen than in windowed, try minimizing all your other applications if youre doing windowed. For some reason if i have an IM window up in windowed, my FPS goes down to like... 3. the moment i minimize (not close, just minimize) it goes up.

-The Pentium Guy
 
ThePentiumGuy said:
800 isnt a lot :P... especially if you have a 9800 Pro overclocked to XT speeds and a p4c 3.0 overclocked to a 3.2.

btw, I get 800 FPS on my heightmap only if i render it 256x256. But in 1024x1024, I get around 140. If i increase the detail (to 4 vertices per pixel) i get 45 - which is just around where I want it to be.

So, you just need a good comp for that kind of FPS. Also, if I try to render a blank screen (dxDevice.Clear), I get ~2000 to 4000 FPS.

You DO get more FPS in fullscreen than in windowed, try minimizing all your other applications if youre doing windowed. For some reason if i have an IM window up in windowed, my FPS goes down to like... 3. the moment i minimize (not close, just minimize) it goes up.

-The Pentium Guy

Got it. Thanks man. Anyway, im looking for some 2D game effects. Any recommendation? For example blink, screen change, etc.

Thanks.
 
Blink? Heh, turn on lighting and turn it off - theres your blink effect.

Screen change: lets say the char walks over to the right side of the map, and a new map is supposed to load... translate your old world all the way to the left so you cant see it.. and load the new map... something like that.

Game programming is all about creativity ;)

-The Pentium Guy
 
ThePentiumGuy said:
Blink? Heh, turn on lighting and turn it off - theres your blink effect.

Screen change: lets say the char walks over to the right side of the map, and a new map is supposed to load... translate your old world all the way to the left so you cant see it.. and load the new map... something like that.

Game programming is all about creativity ;)

-The Pentium Guy

Yeah, you are rite? I need the technology to support the creativity. Any sites that can help? I just learn some technique from the game Lost Your Marble from SEGASOFT. It has a nice transition effect, i wonder how to do all that.

Thanks
 
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