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Dark GDK / Has anyone integerated Spark 3d particle wrapper?

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Neotron
14
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Joined: 21st Jul 2010
Location: I am in an underworld , making a E.Army
Posted: 24th Aug 2011 22:49
Hey guys.

SO anyone spark 3d into Dark GDK. It looks cool.

Or if some one has made something similar?

I need this in my new project.

Thanks in advance.

They asked me for a proof.
Now i am making one........
Mr Bigglesworth
16
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Joined: 4th Mar 2008
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Posted: 25th Aug 2011 03:57
I believe Spark uses OpenGL, so it would be a little more than just writing a wrapper.
Neotron
14
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Joined: 21st Jul 2010
Location: I am in an underworld , making a E.Army
Posted: 25th Aug 2011 13:39
Oh , ok.

I just found that i can do directx in dark gdk. Just looked through the forums and saw a good code on point sprites.

They asked me for a proof.
Now i am making one........
Mr Bigglesworth
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Joined: 4th Mar 2008
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Posted: 25th Aug 2011 16:34
DarkGDK utilizes DirectX for all 2D/3D graphics, audio, input, ect. So of course you can use DirectX in GDK
Neotron
14
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Joined: 21st Jul 2010
Location: I am in an underworld , making a E.Army
Posted: 14th Oct 2011 20:43
Just a little question.

How can i stop rendering a particle in this code? When its life is 0?


They asked me for a proof.
Now i am making one........
TechLord
21
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Joined: 19th Dec 2002
Location: TheGameDevStore.com
Posted: 15th Oct 2011 14:18
Quote: "I believe Spark uses OpenGL, so it would be a little more than just writing a wrapper."


Per the Spark Website, the library core is totally independent from the rendering. The rendering is ensured by rendering modules. Currently, integrated rendering modules are: openGL, SFML. However the user can easily implement his own rendering modules to interface SPARK with any graphic library.

Thus, a DGDK Rendering module is possible. Perhaps, you could possibly start writing a module using the DGDK/DX PointSprite code.

Neotron
14
Years of Service
User Offline
Joined: 21st Jul 2010
Location: I am in an underworld , making a E.Army
Posted: 15th Oct 2011 22:15
Hehe i got the code working.

I needed to make sure that when locking the buffer i change the maximum vertices to be render and also the drawprimitive function.

@TechLord.

I am working on my own engine. I am doing so for a competition. After that i am going to document the library and then release it for free on this forum.

Currently planning to make it with fire,spray,rain,radial and independent particles. Each particle will be controlled individually .

Wish me luck.

They asked me for a proof.
Now i am making one........

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