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About GDR

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  1. Thanks Gavin. I'll check things out. Thanks for your help.
  2. Hi Gavin, thanks very much for the code you provided. Its really helpful when I can compile something and see it first hand and then go through the code to start getting a better understanding. Thanks for taking the time to provide this for me and tweak it to compile right off the bat without any mods on my end.   I can tell you are a really talented programmer. I can see from your profile you are taking software Engineering. I had done that as well. I kind of drifted out of the practice after graduation, so thanks again for helping me to get a jump start with your help as I'm rusty.   Just from a quick glance of the code (I'll spend more time later this week going through it) if I'm correct (forgive my inaccuracies or lack of experience), just to re-iterate what you had said, and what I see in your code, you used CompositionTarget.Rendering to create the loop and then within  "CompostionTarget_Rendering" you call your function "HeartBeat" to add the logic to provide the smoother motion. As well I did see the use of QueryPerformanceCounter which you mention in your post above.   I tried it out on 2 windows 7 systems (a laptop that was previously a Windows XP system, upgraded to a Windows 7) and a native Windows 7 PC. It look good when I tried various speeds when dragging the circle.   We had discussed Windows XP and the question regarding why I'm using it. The reason is I've been asked to support it and I want to try my best to follow through with this. When I ran it on a Windows XP laptop and a desktop I noticed tearing (I believe that's the term for it) with the circle, more predominant at greater speeds. I know from some experience with DirectX (sad to say my level of knowledge was with directx 7 so that shows my age) I could use the Vsync option in full screen . Do you know the back end details (under the hood) for why I see tearing in Windows XP. Have your tried your program on XP or are you able to do a quick test. As well, do you think this is something that can be minimized or solved or something that is the way it is?   Thanks again.
  3. Thanks GRD. I'll try it out tonight and let you know.
  4. Hi Gavin thanks for your input. I'll have to look at the XP requirement again, but if I do need to program this for XP and it would be great to do that, then I would need directx9 and therefore, the question is, do I just use directx9 and use that for Vista, ... Windows 8.   But, with regards to WPF this would be very ideal. I've tried and tried and I've had trouble creating a smooth animation that I would get from DirectX. With CPU spikes, to slight frame rate changes, it just didn't work for me. I'll email you. Thanks.
  5.   What about them ? , If the graphics card supports DX9 then it supports DX9.   Can you do me a favour and answer the questions I posed in my original post. It will help me out. Thanks.
  6. Hi, regarding DX9 and XNA, what about the graphics cards supporting directx9?
  7. Hi Solid spy, did you get a chance to look over some of my questions? How does your comment relate to them? For instance how do I design this for XP if I use DirectX 11?   I'm looking for someone to really help me out here with guidance.
  8. Hi, I'm hoping some of the experts on this site can help me get started by providing me some information and perhaps some detailed guidance. I need to create a simple (or so I thought) graphics application to move a circle on the screen, and have it bounce off the sides of the screen. Previously I had done this with VB6 and Directx7. There were ample examples on line to carry this out.   Fast forward to 2013 and I'm finding it hard to do this.   To start off with I'd like to do this via C# using Visual Studio (2010 express). It also needs to run on Windows XP - Windows 8, but also be designed to run on the next releases of the Windows OSs. The movement of the circle (ball) needs to be very smooth. I also need to increase the speed of the ball as well from 1x to 3x.   I was hoping I could pull off a simple thing such as this within a Windows Presentation Foundation application, but I found (via various trials using different techniques) that I could not pull off a smooth animation on various systems. For instance I was not able to get the ball moving at a constant frame rate. As well, with CPU spikes this would lead to some choppiness. This would have been ideal because I would not have to directly use DirectX and ideally this would be portable to all windows operating systems.   I then started to look at using C# with DirectX. I read up on XNA but it seems like support for this is ending in the near future. As well, it uses directx9. As well, XP only supports up to directx9c, so now I am looking at questions such as, do I work with directx9c for programming this for all Windows operating systems, or do I look at designing a version with directx9 for XP and a version using DirectX11 for the other operating systems. With that in mind I've started to look into SharpDX.   Could you guys please help me with the below questions first:   Question: is there anyway to get smooth animations with WPF with regards to what I'm trying to do. I just can't seem to get this to a level where it is satisfactory.   Question: Should I use XNA, or should I stay away from it. I'm concerned that the work I'd do with it will lead to some troubles in the future.                  Question: If I use DirectX, because directx9c is the latest version to work with XP, is it safe to use directx9 and have this run on other windows OSs and various graphics cards, or do I need to also write the program using directx 11 as well. Although I believe direct9 would get me running fine now, I'm wondering what will happen in the years to come.   Question: Do you have experience with SharpDX and is this the way to go if I want to use DirectX with C#.   Question: Will DirectX 9 continue to be actively supported by graphics cards in the next 3-5 years.     Can I please get your help.   Thanks.      
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