   How would I get started on programming a Quake-like console in DirectX8?
  I''m just wondering how I would go about making a Quake-like console in DirectX 8.1. I''m not sure how I would go about accepting input from the user and storing it. If anyone could please help me I''d be very grateful, I read the tutorial here on GameDev for doing just such a thing in DirectDraw7 but it didn''t shed any light on what I''m doing -- it only includes a vague theory on it and then offers some third party library for doing it.    Mindgamez Entertainment
  Umm, you''re asking a pretty general question.  First of all, how much experience do you have with game programming?--Vic--  ;  though mine is in progress and i''m not sure if it works, here is what i''m doing. i have an array of chars for the display, and a char for input. when you push the squiggly key, it fades it in. the background is just a texture, that is drawn on top of the scene. i will have like 4 routines, Evolve will do the fading. so if you press the squiggly key it sets visible to true. it then will add a value to a float every frame until it reaches the wanted transparency level. likewise if its false, and its still visible, it subtracts. while its true, you can type and backspace, taking or putting characters in the curInput. when you press enter, it passes that string to ParseInput. it separates it out, by taking all of the string up to the first space. it reads that as a variable name. then it reads the part after the space as the value for that variable. i don''t know if it will work yet, since its a work in progress.  ;  Isn''t there an article in the atricles & resources section here on GameDev called "Creating a quake-like console in DirectX"?  ;quote:I read the tutorial here on GameDev for doing just such a thing in DirectDraw7 but it didn''t shed any light on what I''m doing -- it only includes a vague theory on it and then offers some third party library for doing it.  ;  Sharp  