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IIRC WinG was basically a way to set up a GDI device context that corresponded to a frame buffer, so you could take your DOS SuperVGA code and run it under Wind
by bonzini 2y ago
IIRC WinG was basically a way to set up a GDI device context that corresponded to a frame buffer, so you could take your DOS SuperVGA code and run it under Windows, only redoing sound and input. It's been almost 30 years though. :)
- markus_zhang 2y agoYeah that's probably what it was back in the day. I recalled games run pretty slowly on Windows before WinG came out. Fury3 looked pretty slick, even in today.
- Jare 2y agoThat's what it was, mostly. You could do pretty decent games using GDI as long as you just wanted to blit some sprites and were very much adhering to what GDI would give you. If I remember correctly, all the examples in the "GameSDK sampler CD-ROM" (the original name of DirectX 1.0) were in fact not done with GameSDK or even with WinG, but straight GDI.
- bonzini 2y agoI think it was better and easier to set up a DIB, treat it as a double buffer of sorts and only use GDI to BitBlt it to screen. Don't ask me how you do that, though it probably would not take me too much to page that stuff back into my brain by looking at the Microsoft Win32 manuals. Maybe CreateDIBSection? I still remember my kernel32.dll, but not GDI or User. Anyway, what WinG did (and all it did) was speeding up the blitting part.
- markus_zhang 2y agoI don't know much about the performance, but I guess non-action games should be fine?
- Jare 2y agoThe GameSDK samples included scrolling backgrounds and that kind of stuff.