NWE: Samples

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NetWars Engine SDK: Samples

To run the examples, download and unzip the file on your hard drive. In the numbered folders contain examples individually, in the folder "_ALL EXAMPLES" - all at once. To build the project will approach any version of Visual Studio 2010+, the best - Ultimate 2013. For non 2013th: Project -> Properties -> Configuration Properties -> General -> Platform Toolset replace Visual Studio 2013 (v120) to Visual Studio 2012 (v110) or Visual Studio 2010 (v100) respectively. To debug, it is advisable to install DirectX SDK version 43 from June 2010, or you can copy the DLL files from the folder "Debug DLL" and "Debug DLL 32" in the appropriate folder OS Windows "System32" and "SysWOW64" or examples folder.

PART 1: The Basics, 2D graphics.

0 Clear Screen - run the engine; setting the log, registry, video, audio.

1 Sprites – work with static and dynamic sprites; rotation and sprite animation; creation texture from file, memory, resource and from GUI; dynamic creation and updating of textures.

2 Text – work with single and multi-line text (usually, with the shadow, with a stroke) with alignment (left-hand, center, right-hand) and dynamic changes; use of Windows fonts; support of Unicode (including hieroglyphics, writing from left to right, different writing letters depending on the position) and a demonstration in 5 languages (Russian, English, German, Chinese, Arabic).

3 Events – working with events of keyboard, mouse, application, timers; instantaneous and every frame event processing; initialization of timer.

4 GUI – work with GUI of engine (window, message, editbox, listbox, combobox, button, text, creepline, tooltip, chart, treeview, grid, tabcontrol, filedialog, slider, checkbox, link, radiobutton); event processing for GUI elements (click, move, select, change, enter, update, edit, rclick, dblclick, rdblclick, copy).

5 GUI Skin – setting GUI skin (background); setting the texture coordinates and sizes.

6 Settings – setting video, audio and control buttons.

7 Media – playback of audio files (*.wav) and media, including video (rendering in Direct3D texture), which are installed codecs (*.mp3, *.avi).

8 2D Editor – (to be in the next version) – an example of a simple 2D editor similar to MS Paint.

9 Pong Game – simple 2D game, analogue of the classical Pong.

PART 2. 3D graphics.

10 3D buffer – work with buffers of meshes (3D objects); dynamic creation of vertex and index buffers.

11 Mesh – work with meshes from files; static rendering, motion and keyframe animation.

12 Effect – work with effects through direct access to the context device and Direct3D11 device; use a vertex, pixel, geometric, hull and domain shader HLSL 5.0.

13 CShader – work with compute shaders through direct access to the context device and Direct3D11 device; GPGPU calculations.

14 3D Editor – simple mesh editor; opening, saving, adding new surfaces, removing unnecessary surfaces, mesh optimization.

15 Map Editor – simple WYSIWYG map editor; opening, saving, sizes of the map, the addition of new objects, removal of unnecessary objects.

16 Physics – (to be in the next version) – work with the physics engine: collision detection, processing movements, shooting and explosions.

17 Culling – (expected in the next version) – setting for culling of invisible objects.

18 Scene – (expected in the next version) – configuration of the 3D scene for further work with the whole scene rather than individual 3D objects.

19 BlackJack – simple network 3D game (Blackjack with whores); work with a network of restricted players without registration and accounting.

PART 3. Server.

20 MsSQL – work c MS SQL Server through OLE DB provider; setting of fields and tables; Windows or SQL Server authentication; obtaining data on request (including SQL query); add, update, and delete data.

21 Chat – chat with protocol of registration and authorization; running as a server and client.

22 Admin Panel – (to be in the next version) – creating the admin panel to view and edit server data.

23 GameStore – (expected in the next version) – "store" of content for game/application; connection protocol to send the required content from the server to the client, including auto-update a version of the game/application to the player/user could download from the Internet launching file and, further, selecting the desired content to it, download only what is required.

24 Advertising – (expected in the next version) – setting advertising messages on the server for further distribution to clients.

25 Tuning World – (expected in the next version) – tuning world, the dynamic change of the world on the server sending the changes to clints directly during the game.

26 AI for Bots – (expected in the next version) – "artificial intelligence" for bots using compute shaders, both formal computer opponents and simulation of real players (useful feature for the initial filling of the server that first players was not boring).

27 Anti-Cheat – (expected in the next version) – server protection from cheaters (unfair playing techniques, getting privileges in the game), hackers (modification of network packets), DDoS-attacks (unwanted excess network messages). Creating test data to simulate this attacks.

28 Prototype – (expected in the next version) – simple 3D MMO shooter with the admin panel on the server, the database using SQL Server, registration and authorization, uploading content, auto-update, chat and trade system.

In the future, expect even two parts: part 4 - additional functions (working with multiple monitors, stereo 3D, the use of multiple processors, application development under Windows Store and Windows 8+ for work on ARM, etc.); part 5 - examples of work with the engine in other programming languages (C#, Delphi, Basic, Java, Python, etc.).

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Moscow 2006-2021