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# Dave Hunt

Member Since 30 Dec 2002
Offline Last Active Yesterday, 08:41 PM

### #5226618Game testing - debug vs release configuration

Posted by on 30 April 2015 - 07:10 PM

You really should retest everything. Often, bugs show up in release builds that didn't show up in debug builds.

### #5226146Why Does Everyone Tell Newbies To Make Games?

Posted by on 28 April 2015 - 02:16 PM

The last time I checked, this was gamedev.net. What else would we recommend a newbie to create? ;-)

As for someone totally new to development, many early programming assignments are text-based games like word guess, hang-man, etc. They're great tools for introducing new concepts.

### #5226075Why would a mesh appear to be stretched out?

Posted by on 28 April 2015 - 09:05 AM

In simple terms, X, Y, Z represent the rotational axis and W represents the amount of rotation around that axis.

As you found, you can't just assign an arbitrary value to W.

### #5225852Basic C program what am I doing wrong?

Posted by on 27 April 2015 - 08:38 AM

v = p*1+r doesn't give you what you think it does. If you want to multiply p by 1 + r, then you need some parentheses: v = p * (1 + r)

BTW, I hope this isn't a homework assignment...

### #5223963XNA Ghost Attack Behaviour

Posted by on 17 April 2015 - 07:57 AM

Also, you shouldn't use floating point variables for storing time values, since most of the system functions return time values as an unsigned integer. If you convert the system's time values to float, aside from that extra conversion, you're also just throwing away bits of precision, and forcing floating point operations where integer operations would be sufficient (and faster).

XNA's GameTime class uses TimeSpan structures, which return seconds as doubles.

And if that's not it, then it's most definitely because your "float time" variable is not static or global, so it gets set to 0 every frame (or every time you call the Attack() function), and then to the elapsed frame time, instead of accumulating the time since the collision was detected.

This.

### #5215732What IDEs are recommended for Lua and/or Python?

Posted by on 10 March 2015 - 05:59 PM

I use PyCharm Community Edition for python.

### #5214262Directx11 Sprite class

Posted by on 03 March 2015 - 12:24 PM

Unless you're set on implementing your own sprite API, I would recommend the SpriteBatch class in the DirectX Tool Kit.

### #5211086What are the recommended places to store save data?

Posted by on 16 February 2015 - 06:24 PM

Personally I would consider saving within the application's directory to be incorrect on Windows.

In fact, with a "proper" Windows installation, your application's directory will be read-only.

### #5211084WM_INPUT Keys Not Registering

Posted by on 16 February 2015 - 06:21 PM

Basically, it's a hardware problem.

### #5210547Making an XNA game that can adapt between HiDef and Reach profiles

Posted by on 13 February 2015 - 02:42 PM

Read the comments from Shawn Hargreaves at the end of this article. He answers this question there. Basically, you would isolate the Reach vs HiDef content into separate library projects, so they can be pipelined with the appropriate profile. Your startup code would check for which profile was supported and set the GraphicsDevice accordingly. You would also (obviously) need separate code paths for any features not supported in both profiles.

Also, the belief that Reach is for Windows Phone and HiDef is for PCs is a common misconception. Shawn has pointed out many times (see this article and associated comments) that it's not about Phone VS Other, it's about commonly available device capabilities, regardless of platform. Reach happens to fit Windows Phone quite nicely, but it is also appropriate for many of the older generation video cards. This is because, even though many of those cards supported higher-end features, they all did that in a non-standard way that didn't always produce consistent results across cards. The two-profile mechanism provided a way to guarantee consistent functionality.

### #5173964C# While Statement

Posted by on 15 August 2014 - 01:17 PM

or will it run the random selection again?

Why would it? randomChoice won't change unless you have code inside the while loop that changes it.

But, the best way to determine that for yourself would be for you to actually try the code and see.

### #5169821problem gamemaneger

Posted by on 28 July 2014 - 11:43 AM

The type "PlayerIndex" doesn't exist in SharpDX. You need to get rid of all references to it in the code.

The Viewport property of GraphicsDevice returns a SharpDX.ViewportF, not a SharpDX.Viewport.

### #5165872optymizations by self modifying code

Posted by on 09 July 2014 - 12:33 PM

There was a series of articles in Dr. Dobbs Journal detailing the optimization of Pixomatic for x86 processors. The first in the series is here - http://www.drdobbs.com/architecture-and-design/optimizing-pixomatic-for-x86-processors/184405765

There's a brief discussion of the self-modifying pipeline in that first article. I didn't spend any time trying to locate the subsequent articles in the series.

### #5165604some assembly unknowns

Posted by on 08 July 2014 - 12:10 PM

Is there an actual question in there or is this just YAFR (Yet Another Fir Ramble)?

### #5165559DLL Import Failure

Posted by on 08 July 2014 - 09:32 AM

If it's a true .NET DLL, then you shouldn't need to do any DllImport at all. Just add a reference to the DLL (right-click References in Solution explorer and click Add Reference...). When the project builds, it will automatically copy the DLL to the correct output directory.

If it's not a true .NET DLL, then you will need the DllImport and you need to manually place the DLL in the same directory as your app's .exe directory. That directory will be under either the Debug or Release directory under your project, depending on whether you're doing a Debug or Release build.

If the DLL depends on other DLLs that aren't in your environment path, then you'll need to either add references to them (for .NET DLLs) or copy them to your .exe directory as well.

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