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[UDF] G-Engin


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This is bloody amazing! I can see many games being built around this. Can't post here what jumped out of my mouth when a started the particle example. :mellow:

Good work! Only 31 posts and 1 month in development?


Edited by 4Eyes
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Incredible nice work! :mellow:

If you could translate the code descriptions to english would be great because my french is absolutely poor!

5* from me!



Please don't send me any personal message and ask for support! I will not reply!

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The own fart smells best!
Her 'sikim hıyar' diyene bir avuç tuz alıp koşma!
¯\_(ツ)_/¯  ٩(●̮̮̃•̃)۶ ٩(-̮̮̃-̃)۶ૐ

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Thank you every body!

- Only 31 posts because i'm from the french community, and this is my biggest work and i decided to share here!

- I must let the french descriptions for the french users, but the documentation is in english!

- I forgot to tell that the performances are not really good: the greater maximum FPS was 180 for me (Dual core T3400 2.16Ghz, 3Go Ram, Geforce G103M 512Mo), but i think it's enought for some nice little games!

It's not my fault, but it's GDI+.

I tried to do it wit openGL, but i couldn't load textures, so i did it with another programing language (search GL-Engin in google codes, it's in FreeBasic)

Please share any game you make with, i really want to see them!!!

I'm here for any questions!

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Thanks for creating this engine, its very easy to use and to create new things,

This is the first game I've been making with it, started off with your tank and went from there, probably going to add more in the next couple of days,

One of the only glitches i cant seem to figure out is why they sometimes shoot their selves, but besides that its great


W - Forward

S - Backwards

A - Left

D - Right

Space - Drop Mine

Posted Image

Download Files Here:


Edited by BuckMaster
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My 2 suggestions:

  • function _GEng_ImageLoadStream() has a memory leak in worst case scenarios
  • antialiasing for fonts when aero is enabled

1) use this code instead

; Function Name:    Load_BMP_From_Mem
; Description:          Loads an image which is saved as a binary string and converts it to a bitmap or hbitmap
; Parameters:           $bImage:    the binary string which contains any valid image which is supported by GDI+
; Optional:                 $hHBITMAP:  if false a bitmap will be created, if true a hbitmap will be created
; Remark:                   hbitmap format is used generally for GUI internal images, $bitmap is more a GDI+ image format
;                               Don't forget _GDIPlus_Startup() and _GDIPlus_Shutdown()
; Requirement(s):       GDIPlus.au3, Memory.au3 and _GDIPlus_BitmapCreateDIBFromBitmap() from WinAPIEx.au3
; Return Value(s):  Success: handle to bitmap (GDI+ bitmap format) or hbitmap (WinAPI bitmap format),
;                               Error: 0
; Error codes:              1: $bImage is not a binary string
;                               2: unable to create stream on HGlobal
;                               3: unable to create bitmap from stream
; Author(s):                UEZ
; Additional Code:    thanks to progandy for the MemGlobalAlloc and tVARIANT lines and
;                               Yashied for _GDIPlus_BitmapCreateDIBFromBitmap() from WinAPIEx.au3
; Version:                  v0.97 Build 2012-04-10 Beta
Func Load_BMP_From_Mem($bImage, $hHBITMAP = False)
    If Not IsBinary($bImage) Then Return SetError(1, 0, 0)
    Local $aResult
    Local Const $memBitmap = Binary($bImage) ;load image  saved in variable (memory) and convert it to binary
    Local Const $len = BinaryLen($memBitmap) ;get length of image
    Local Const $hData = _MemGlobalAlloc($len, $GMEM_MOVEABLE) ;allocates movable memory  ($GMEM_MOVEABLE = 0x0002)
    Local Const $pData = _MemGlobalLock($hData) ;translate the handle into a pointer
    Local $tMem = DllStructCreate("byte[" & $len & "]", $pData) ;create struct
    DllStructSetData($tMem, 1, $memBitmap) ;fill struct with image data
    _MemGlobalUnlock($hData) ;decrements the lock count  associated with a memory object that was allocated with GMEM_MOVEABLE
    $aResult = DllCall("ole32.dll", "int", "CreateStreamOnHGlobal", "handle", $pData, "int", True, "ptr*", 0) ;Creates a stream object that uses an HGLOBAL memory handle to store the stream contents
    If @error Then Return SetError(2, 0, 0)
    Local Const $hStream = $aResult[3]
    $aResult = DllCall($ghGDIPDll, "uint", "GdipCreateBitmapFromStream", "ptr", $hStream, "int*", 0) ;Creates a Bitmap object based on an IStream COM interface
    If @error Then Return SetError(3, 0, 0)
    Local Const $hBitmap = $aResult[2]
    Local $tVARIANT = DllStructCreate("word vt;word r1;word r2;word r3;ptr data; ptr")
    DllCall("oleaut32.dll", "long", "DispCallFunc", "ptr", $hStream, "dword", 8 + 8 * @AutoItX64, _
                                           "dword", 4, "dword", 23, "dword", 0, "ptr", 0, "ptr", 0, "ptr", DllStructGetPtr($tVARIANT)) ;release memory from $hStream to avoid memory leak
    $tMem = 0
    $tVARIANT = 0
    If $hHBITMAP Then
        Local Const $hHBmp = _GDIPlus_BitmapCreateDIBFromBitmap($hBitmap)
        Return $hHBmp
    Return $hBitmap
EndFunc   ;==>Load_BMP_From_Mem

Func _GDIPlus_BitmapCreateDIBFromBitmap($hBitmap)
    Local $tBIHDR, $Ret, $tData, $pBits, $hResult = 0
    $Ret = DllCall($ghGDIPDll, 'uint', 'GdipGetImageDimension', 'ptr', $hBitmap, 'float*', 0, 'float*', 0)
    If (@error) Or ($Ret[0]) Then Return 0
    $tData = _GDIPlus_BitmapLockBits($hBitmap, 0, 0, $Ret[2], $Ret[3], $GDIP_ILMREAD, $GDIP_PXF32ARGB)
    $pBits = DllStructGetData($tData, 'Scan0')
    If Not $pBits Then Return 0
    $tBIHDR = DllStructCreate('dword;long;long;ushort;ushort;dword;dword;long;long;dword;dword')
    DllStructSetData($tBIHDR, 1, DllStructGetSize($tBIHDR))
    DllStructSetData($tBIHDR, 2, $Ret[2])
    DllStructSetData($tBIHDR, 3, $Ret[3])
    DllStructSetData($tBIHDR, 4, 1)
    DllStructSetData($tBIHDR, 5, 32)
    DllStructSetData($tBIHDR, 6, 0)
    $hResult = DllCall('gdi32.dll', 'ptr', 'CreateDIBSection', 'hwnd', 0, 'ptr', DllStructGetPtr($tBIHDR), 'uint', 0, 'ptr*', 0, 'ptr', 0, 'dword', 0)
    If (Not @error) And ($hResult[0]) Then
        DllCall('gdi32.dll', 'dword', 'SetBitmapBits', 'ptr', $hResult[0], 'dword', $Ret[2] * $Ret[3] * 4, 'ptr', DllStructGetData($tData, 'Scan0'))
        $hResult = $hResult[0]
        $hResult = 0
    _GDIPlus_BitmapUnlockBits($hBitmap, $tData)
    Return $hResult
EndFunc   ;==>_GDIPlus_BitmapCreateDIBFromBitmap

You have to adjust the function for your needs appropriatly!

2) besides _GDIPlus_GraphicsSetSmoothingMode() add also DllCall($ghGDIPDll, "uint", "GdipSetTextRenderingHint", "handle", $GFX_Buffer, "int", 4) to activate antialiasing for fonts whereas $GFX_Buffer is the graphic backbuffer.



Edited by UEZ

Please don't send me any personal message and ask for support! I will not reply!

Selection of finest graphical examples at Codepen.io

The own fart smells best!
Her 'sikim hıyar' diyene bir avuç tuz alıp koşma!
¯\_(ツ)_/¯  ٩(●̮̮̃•̃)۶ ٩(-̮̮̃-̃)۶ૐ

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impressionnant travail, tu as bien dû galérer.

De plus ça tourne sur de vieilles configs, pas mal !

5 étoiles pour moi, without a doubt too.

-- Arck System _ Soon -- Ideas make everything

"La critique est facile, l'art est difficile"

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