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Timeline for 2D Drawing architecture

Current License: CC BY-SA 3.0

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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