Timeline for 2D Drawing architecture
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 19, 2015 at 18:45 | comment | added | jzx | If you want to have complex, programmer controlled geometry you'll need to keep your parts inside plugins (lots of resources online for plugin architecture) and provide an API that wraps your drawing and anchor placement methods. | |
| Feb 19, 2015 at 13:02 | comment | added | GorillaApe | nice. However some are dynamic. For example a conduit which is a line should connect two nodes that might move | |
| Feb 19, 2015 at 12:48 | comment | added | toby | An alternative would be to have the scripts in a header, like arrays of UINTs or something, so they compile along with the program. This way, they're faster than being read from a file. However, this assumes that the developer who's extending has access to the source code. I'm doing a free Geometry Wars clone and I've done just this for the enemies, ships, particles, etc. | |
| Feb 19, 2015 at 12:40 | comment | added | GorillaApe | Indeed.However since Direct2d and GDI use different stuff I need a way to cache things | |
| Feb 19, 2015 at 12:36 | comment | added | toby | You could try to make it scriptable. For instance, the drawing routine reads 'commands' from a file and draws based on those. This way, it is extendable and your actual program will be compact. Plus, your scripting language won't need to be complex at all, just r 100 100 500 500 to draw a rect, etc. | |
| Feb 19, 2015 at 12:33 | review | First posts | |||
| Feb 19, 2015 at 13:00 | |||||
| Feb 19, 2015 at 12:28 | history | asked | GorillaApe | CC BY-SA 3.0 |