Sign in to follow this  
kanato

Anyone familiar with Managed DirectX deployment?

Recommended Posts

Say, I write an application which is .NET 2.0, and uses MDX 1.1, the June 2006 SDK. Now I copy this application to another computer, install the .NET framework 2.0 and DirectX9.0c, and use the dxredist package to install the June 2006 files. But it still doesn't run... Has anyone done this sort of thing before? What is the resolution? Or what am I missing?

Share this post


Link to post
Share on other sites
It just gives me the generic windows error dialog. "BallBuster.net has encountered a problem and needs to close.."

The system is not 64 bit, it's a bit older.

Some more testing makes me think this really isn't a deployment issue. The AudioVideoPlayback component seems to be having trouble loading a .ogg file.

Share this post


Link to post
Share on other sites
I resolved the issue by putting error checking in the program around loading and using music files, so if it can't load them it will not crash. But now I am wondering what is required for it to load Ogg Vorbis files? I guess I might have to write my own decoder. I don't understand why it works on my development machine and not another machine.

Share this post


Link to post
Share on other sites
Probably so. I wonder if it would be better to write or use a .NET ogg decoder, and just use a SecondaryBuffer to play it instead. Not having to install another component would probably be a good thing, I think.

Share this post


Link to post
Share on other sites
If you do that, you should host it somewhere.

Has anyone set up a good .NET game development resources site, for libs and whatnot that people write and want to share? That could be handy. With XNA out, people will be looking to the community for pure managed libs and things.

Share this post


Link to post
Share on other sites
http://thezbuffer.com/categories/engines.aspx has a list of some engines. Several of the links are outdated though, I think.

the reason I was concerned about deployment issues was I was testing my own .NET game library. A computer specific problem with playing back ogg files is a lot better not being able to deploy something like that at all.

A .net ogg decoder would be a good sourceforge project, I think.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this