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Thread: Luna Game Library - Simple & Elegant Game Programming

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  1. #1
    Quote Originally Posted by piradyne View Post
    @Thyandyr, hey thanks man and thanks for the feedback. I appreciate it. Did you get the error right away or did you see it rotate a bit first?
    I tried it at work with 32 bit Windows 7 machine without graphics card. It failed straight away I saw nothing. I can maybe look at it Monday if I have time.

    The same example works fine on my home computer, 64 bit windows 10 GTX 860M.

  2. #2
    Yea, it will fail without a GPU. Everything rendered is hardware accelerated. Also, I do not have robust error checking in also at the moment. I've been trying to get the API finalized first. Then, in a future build, I will do a sweep and properly handle error conditions and gracefully return if possible. I was having some floating point issues with physics and I got that sorted out (hopefully ), so maybe it will fix the issue you reported too as I think they steam from the same set of circumstances. Fix will be in the next build.

    Oh, one nice feature I got in the current build is the TBuffer object. This is memory mapped and paging from disk is handled automatically. Large data files (levels, for example) can be access as if it was just a memory pointer. If the pointer reference you're currently accessing is on not in memory, it will page in transparently. NICE! You can access the pointer directly or use the position/read/write routines (its actually a TStream decedent).

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