DirectX 8 framework that takes care of the nitty-gritty of DirectX initialization and provides the client programmer with a simple interface: Initialise(), Update(), Render(), Release().
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/////////////////////////////////////////////////////////////////////////////// // 1.1.0 - Major /////////////////////////////////////////////////////////////////////////////// - Added support for Full Screen or Windowed applications - Added resolution configuration dialog. Some more work needed, but otherwise quite stable. - Added logging support (only partially implemented - TkfInput.c amongst others are yet to have logging support added).
/////////////////////////////////////////////////////////////////////////////// // 1.1.0 - Major /////////////////////////////////////////////////////////////////////////////// - Added support for Full Screen or Windowed applications - Added resolution configuration dialog. Some more work needed, but otherwise quite stable. - Added logging support (only partially implemented - TkfInput.c amongst others are yet to have logging support added).
This new version fixes the bug in the framework header from previous releases. Inclusion in multiple files should work just fine now - sorry about that, careless mistake. Tom L
Howdy again, The latest release of the Krumms DirectX Framework comes complete with a new version numbering system. So as not to confuse newcomers, I'll be keeping the 'version by date' format along with the new format for the next few releases. Well, the latest release is kinda cool! I've started adding logging support (oh, don't use TKF_LOG_IF_FALSE or TKF_LOG_IF_TRUE - use TKF_LOG_MSG for now ) and by the next release the logging will be fully integrated with the rest of the source (currently a few modules are left out, the poor dears). Next, and most notably, support for Windowed or Full Screen applications has indeed been added! Wow! And, to add to the sugar, there's also a dialog that prompts the user for a display mode to run in (and, in the future, whether or not the application runs windowed or full screen - currently to run a windowed app you just don't click anything except 'OK'! :)) I'm not sure if I released version 1.0.3 to the public, so I'll also mention it here: 1.0.3 comes with BeginRender2D and EndRender2D - both of which rock. Why? Because they allow you to use an ID3DXSprite to draw in 2D - wow, yay, etc! :) As for other news, I'll be adding more error checking for things like duplicate function calls (i.e. calling BeginRender2D twice) in the next release, and the release after that (and probably for a very long time!). Umm ... that's about it I think. A friend of mine was having troubles with getting his GF256 working with the framework, so if anybody can give me some info as to what cards it's working on and what it's not working on would be greatly appreciated ... as I mentioned previously, I'd love any other feedback, good or bad, you're willing to give (obviously not a whole lot at the moment, but it's all good - you're probably busy people like the rest of the world :)). Thanks all, see ya next release.
From those of you who were able to correct the bug (or, miraculously, weren't affected by it), could i have some feedback as to what you think of the framework? Anything I could do better? What should I focus on? Where to next??? :)
Ah there's a bit of an awful bug in the June 30th release - sorry about that - a simple typo, so some of you may have been able to fix it. Regardless, the fix is coming shortly. Not much more in the way of samples, but such is life :P
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