ArBuZ Posted January 9, 2010 Share Posted January 9, 2010 Hello everyone! Can I have two frameworks in one program? Thanks. Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
Canardia Posted January 9, 2010 Share Posted January 9, 2010 I haven't tried more than one, but why do you want two? Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
ArBuZ Posted January 9, 2010 Author Share Posted January 9, 2010 One for main menu. and one for game itself. Or its not reasonable? Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
Canardia Posted January 9, 2010 Share Posted January 9, 2010 You might run out of texture memory for no real reason then. So it might work, but it would be wasting resources. I would make the main menu rather a seperate an 2D/3D overlay, that's how many games do it (sometimes you can even see the game scene behind the menu, since they put a black rectangle to cover the screen, but a line of pixels is still visible. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
ArBuZ Posted January 9, 2010 Author Share Posted January 9, 2010 I wanted to make 3d menu in separate world where I can perform raycasts and animation and have some effects and transparency. I thought using of 2 frameworks is good and simple way of doing this. If I use one framework I will need somehow to move menu entities to fw.main and fw.transparancy worlds and back or show and hide them. Wasting resources is not acceptable. So Ill keep searching suitable solution Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
TylerH Posted January 9, 2010 Share Posted January 9, 2010 The best way would be to write a game state system, typically called "screens". You have a Screen structure with an Update, Render, Finish set of member functions. A ScreenManager has a handle to the ActiveScreen, and will call the Update and Render functions for it. When Finish is called, next loop the screen manager will go to the next screen. We use such a system in Jeklynn Heights to go from Main Menu -> Loading Screen -> Game. And from game the next screen is GameScreen, when you press Escape. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
ArBuZ Posted January 9, 2010 Author Share Posted January 9, 2010 The best way would be to write a game state system, typically called "screens". You have a Screen structure with an Update, Render, Finish set of member functions. A ScreenManager has a handle to the ActiveScreen, and will call the Update and Render functions for it. When Finish is called, next loop the screen manager will go to the next screen. We use such a system in Jeklynn Heights to go from Main Menu -> Loading Screen -> Game. And from game the next screen is GameScreen, when you press Escape. That is what I wanted to do. But don't know how to use framework in such system. I would use separate framework for each screen. It would have it's own world with it's own settings. So in main menu I would have one render settings and effects(bloom, refraction etc.) and in game other settings and effects. I understand that I can (and have to) do all that by my hands. But framework is already done, and I'd like to use it. Quote Q6600@2.4GHz - 9600GT - 4GB DDR2@800MHz - Windows7 x64 3ds max / photoshop CS3 / C++ http://www.arbuznikov.com Link to comment Share on other sites More sharing options...
Laurens Posted January 9, 2010 Share Posted January 9, 2010 You can have the ScreenManager hold Framework for you and set the appropriate effects in the constructor of the screens (or in a seperate method that is called by the ScreenManager when it needs to go active). It's how I do it. Quote Link to comment Share on other sites More sharing options...
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