[MUD-Dev] TECH: .Net (was: programming languages (was: Re: TE CH: STL / Heaps, etc.))

Daniel.Harman at barclayscapital.com Daniel.Harman at barclayscapital.com
Tue Aug 21 14:50:09 CEST 2001


Justin Rogers [mailto:justin at mlstoday.com]
> [Daniel]:
 
>> a server-side perspective. I am yet to be convinced about its
>> viability for games though especially as I don't think
>> hot-spotting etc.  is supported yet.
 
> Don't know what you mean by hot-spotting, but I'm assuming your
> talking about some features of Windows Forms.  For the most part
> when programming DirectX games you're NOT using Windows Forms.
> You can't really since as soon as you go to full-screen mode you
> have to custom paint the screen and the controls won't show
> through (they can, its just a pain in the ass).  Of course in a
> windowed environment you can easily mix and match DirectX enabled
> controls with normal Windows Forms controls.  My base for any
> games I make using .NET is still a special DirectDrawPictureBox
> which inherits from a System.Windows.Forms.PictureBox.  I simply
> override the paint method so it never redraws using GDI, attach
> the appropriate clip rects, and its good to go.  A small helper
> library lets me produce a game like Pac Man in about 2000 lines of
> code (AI, Sprite Manipulation, Paint code, Input, and Game Loop).

I meant hot-spotting in the Java sense. i.e. Just in time byte-code
optimisation - it can make some huge gains in javas performance. I'm
not certain its unavailable in the CLR, but the instructor on my
course said it wasn't.

Dan
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