Designing a better framework
Okay, I've been using a crappy framework for my small 3D demos for a while, but it's time I replace it with something that will scale well to larger projects. There are three internal problems with the current design that I'm having trouble figuring out how to fix:
1) It uses GLUT, which has that weird Preferences menu and is user-resizeable to any size, which I want to avoid. Should I switch to something else? The code is C/C++, so it would have to work with that.
2) I use BMP files for textures, which of course would be stupid to use in an actual game. What format is recommended for importing, and how would I do that?
3) After each frame is loaded, I go into a busy-loop, where I just waste CPU cycles until 1/30th of a second passes, which is obviously a huge waste and must be rewritten. However, how would I fix that?
Sorry for all the questions recently, but when the internals are that broken, drastic measures need to be taken.
(the old design was even worse, but I worked through all but those three glaring issues)
1) It uses GLUT, which has that weird Preferences menu and is user-resizeable to any size, which I want to avoid. Should I switch to something else? The code is C/C++, so it would have to work with that.
2) I use BMP files for textures, which of course would be stupid to use in an actual game. What format is recommended for importing, and how would I do that?
3) After each frame is loaded, I go into a busy-loop, where I just waste CPU cycles until 1/30th of a second passes, which is obviously a huge waste and must be rewritten. However, how would I fix that?
Sorry for all the questions recently, but when the internals are that broken, drastic measures need to be taken.
(the old design was even worse, but I worked through all but those three glaring issues)
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