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George Clingerman       XNADevelopment.com

I was a little concerned going into this contest that using Managed DirectX was going to come around and bite me in the butt. I really got concerned when more and more contestants starting saying they were going to avoid MDX and just use GDI+.

Well, I have to say that as we are heading into the final stretch of the contest, I haven't regretted my decision at all. Once I got my basic MDX engine written, I don't even really think about DirectX at all anymore. It's there, but I don't really touch it and I think that's the way it should be. I just focus on game logic and the Managed DirectX vodoo is all in the background. This is mostly of course because I am developing a 2D game, so a lot of the complexity of Managed DirectX just doesn't apply to me.

I don't think I've written an engine that will impress or wow anyone. However, I have been able to successfully make 4 different 2D gametypes (my levels) using the same engine with no changes necessary so I think my initial pass must have been pretty good.

Anyway, after missing all those nights of coding, I'm finally back on my feet. I was able to get my "Printer Jam" (Tetris Gametype B) level completely working tonight so I can add that to my list of completed levels (current tally, 3)! I'm going to drink some more liquids (still battling that evil sickness) and see what I can do about getting the Jellyfish A.I finally put into place for "Feeding Frenzy" so I can cross that off my checklist as well.

If I can get the first four of my five levels done tonight, I think my chances of getting my fifth level complete will have gone up dramatically. With the way I've been feeling, I never thought I would get that "Printer Jam" level done tonight! That was quite a shock for me. I didn't even realize I was done until my five year old son finally interrupted me to ask if he could play. I apparently was just playing it over and over again in some kind of "It's done?" shock.

Well, if I really want to try and get some more code written, I'd better get too it. (oh and I'd better put that over the shoulder watching, fingers twitching to play my game son of mine to bed too before he gives me a heart attack next time he snaps me out of my coding zone).

Posted on Sunday, June 11, 2006 5:18 PM GWB Game Design Challenge | Back to top


Comments on this post: 2D Game Development with Managed DirectX just couldn't be easier

# re: 2D Game Development with Managed DirectX just couldn't be easier
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Excellent progress, George! Your development has been nothing but awesome. :)
Left by HopeDagger on Jun 11, 2006 6:15 PM

# re: 2D Game Development with Managed DirectX just couldn't be easier
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I couldn't agree with you more, George. Especially with the helper classes out there (like Sprite and it's Draw2D method), developing 2d games in Managed Direct3D couldn't be easier. All I did was implement a Direct3D version of my IGraphicsService and I haven't had to touch it since.

It's starting to sound that you are quite a bit further than I am :). Plus, your game _looks_ a lot better than mine at this time :).

Of course, I still haven't started integrating sounds into the game yet :O.
Left by Jason Olson on Jun 12, 2006 7:16 AM

# re: 2D Game Development with Managed DirectX just couldn't be easier
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Yeah, I may never get to the sounds portion. Depends on how long it takes me to finish up these last two levels.

And I just recognized a design flaw in my games that I'm working on fixing. I understand now why people but multiple textures in one graphics file. I had a LOT of Sprite objects floating out there creating some very unnecessary overhead. I was separating something in my head that I shouldn't have separated in code and I didn't really notice until I started dealing with a ton of sprites on the screen and watched my load times go up dramatically.

That's one great thing about this contest, I'm learning and understanding new concepts every day I wrestle with this code.

Left by George on Jun 12, 2006 7:58 AM

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