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Member Since 27 Oct 2005
Offline Last Active Dec 28 2013 10:01 PM

#4803687 Requirements for XNA games on other systems.

Posted by on 27 April 2011 - 01:41 PM

Ohhh! God.. How does one code multiplayer games with XNA?

Lidgren is a good managed library for doing networking. http://code.google.com/p/lidgren-network-gen3/

#4803637 Requirements for XNA games on other systems.

Posted by on 27 April 2011 - 12:00 PM

You're not supposed to use the networking stuff on Windows. It's 100% strictly supposed to be used for debugging 360 games.

#4803366 Instancing a good idea for speed in this case?

Posted by on 26 April 2011 - 09:30 PM

This doesn't really answer your question but is there a reason why each individual pin is ~180 faces? That's a lot for something so primitive! You should be able to get something like that down quite substantially while retaining a decent amount of quality and that would reduce the load by an a large sum.

#4802952 XNA Video Assets protection

Posted by on 25 April 2011 - 11:55 PM

Why are you so desperate to hide your videos that you'd consider paying for internet video streaming to keep your users away from it? No matter what you do, users will figure it out. Even the encryption system you're using for your textures is very easily defeated.

If you're so concerned, just rename the file extension of the .wmv file to something nonsensical, perhaps changing a few bytes in the file to make it unplayable. Then restore it to its original form when you want to load the video in your game.

#4802800 XNA or SlimDX?

Posted by on 25 April 2011 - 02:10 PM

If you're not using the pipeline, is there actually a compelling reason to use XNA over other game APIs?

And to reiterate, I haven't used XNA since 3.0, and I don't remember the support for non-pipelined files being particularly good /at that time/.

Short answer: Certainly!
Long answer: But it depends ultimately from person to person.

If you've been using unmanaged DirectX, the reasons might not be as compelling, but XNA conforms to the design of C#. The components like vertex buffers are designed a little more sensically (as of XNA4), things like render targets are easier to use, all of the boilerplate is already written for you, you already have access to good model and sprite rendering right out of the box, the effect framework is a bit easier to use. You don't need to worry about all the silliness like lost device handling, etc.

All that said, I have, myself, started moving towards SlimDX. Use the right tool for the job, everyone. XNA is a fantastic framework for DX9. But if you want to support 10 or 11, your only choice is SlimDX and that will likely never change until the next XBOX console is released and they intend on having an XBLIG on it as well (lets all hope!).

#4802551 XNA or SlimDX?

Posted by on 24 April 2011 - 11:34 PM

I didn't like XNA because of the content pipeline thing. Last time I used XNA -- which was awhile ago and not very extensively -- I felt like I was basically forced to compile all of my assets into the executable itself, which made user modification sort of impossible, which undercut what I was trying to do. Also rebuilding because I changed some sprite got annoying.

The content pipeline doesn't build content into the executable. It merely compiles the various files you put in it into an intermediate format readable by all platforms. All files are accessible to user modification if you write tools for them, and the 3D model format is actually FBX, which is heavily supported by various modeling tools. If you change any files inside the content project, you don't rebuild the whole application application. All it does is convert the single file you added to it, and nothing more.

You also don't need to use the content pipeline at all for the most part. The only time you actually need to use them is for effect files and sprite fonts.

#4801570 XNA or SlimDX?

Posted by on 22 April 2011 - 04:58 AM

Many people use XNA to write strictly Windows games to no ill effect. While XNA is designed to support WP7 and the 360, Windows is also a primary platform and functions just fine. The only difference are platform specific features of both WP7 and the 360 which are obviously unavailable on Windows (For example, xbox avatars on the 360 and touch input on WP7)

It's also worth noting that XNA is easier to learn and designed for your chosen language (C#). SlimDX is pretty much a verbatim wrapper for the native C++ libraries which carries with it some of the nuances and design choices that aren't typically dealt with in a managed environment.

SlimDX is an fantastic library, but if you are learning C# at the same time, I would recommend something higher level like XNA which takes care of most of the low level details. Once you get the hang of things and if you feel like you'd like more control over everything, you could certainly migrate to SlimDX.

#4798659 creating exe file for opengl game

Posted by on 14 April 2011 - 10:57 PM

No one is going to do it for you. You should look into the link that Simon posted.

#4797733 Programmatically pop XNA Console window

Posted by on 12 April 2011 - 07:03 PM

You could set the output type to console window, and then P/Invoke GetConsoleWindow() and ShowWindow() on the returned IntPtr to hide it when you're not in debug mode.

That's what I'd do if I wanted to use an actual console window.

#4797555 [SlimDX] Loading a hunormous .tif

Posted by on 12 April 2011 - 10:38 AM

Considering you mention an on-board chip on a laptop, I'm going to suggest that your hardware probably cannot load an image that large into video memory. You're looking at ~256 megs of memory just for that one picture, assuming a 4 byte RGBA texture format and no generated mipmaps. It would be entirely impossible to load ten of them, let alone one.

You'll either need to scale the images down to something far more manageable, or chop the image up into smaller fragments and only upload the ones to video memory that you can see on screen.

#4788089 [web] JavaScript: inline style performance question

Posted by on 19 March 2011 - 05:01 PM

Don't quote me on this, but I think setting something redundantly may very well be optimized out when ran.

But honestly though, unless you're running this in a really tight high-performance loop or something (and really even if you are...), the difference is insignificant. I would likely go with the latter just as a stylistic choice.

#4786393 Better version of HAWX 2

Posted by on 16 March 2011 - 01:49 AM

So are you trying to troll these forums or something? I've noticed several long, very random, and borderline incomprehensible posts from you so far.

#4772125 [C++] playing game on other pcs?

Posted by on 09 February 2011 - 05:37 PM

The best solution is to include the redistributable that came with the version of DirectX you're using. You can also instruct your users to install using the Web Installer version (http://www.microsoft...&displaylang=en) and that seems to install all the D3DX libraries that are missing. Whenever I end up with a missing D3DX library for something I'm using, the web installer has fixed it for me.

Also make sure you're distributing the Visual C++ runtime for your version of Visual C++ if you're using Visual Studio.

#4771642 [.net] Reflector - no more free version

Posted by on 08 February 2011 - 06:48 PM

Anyways, this is just for the new Reflector. Older versions still work just fine (assuming they didn't program a "self destruct" into the program, in which case that would be very questionable practices).

This is exactly what they've done. There has been 6 month timeouts on all versions since before Redgate purchased it. Once it times out in May, you must pay to continue using the program at all. This is also why people are not very happy with this turn of events, because people consider the new fee alongside the time bomb in older versions questionable. It was never about $35 because that is not a lot of money. It is the principle of what they are doing.

#4767774 [DX10] Font Rendering Causes Mesh Blur?

Posted by on 31 January 2011 - 08:37 PM

I haven't worked with D3D10 before but I assume it's similar to D3D9 in that rendering text will mess with the renderstates and not set them back after it's done with them. Make sure you're resetting the renderstates and all that before you draw your polygons.