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About dug

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  1. Yeah I asked mono folks about allowing us to to create custom winforms controls that work cross-platform and they weren't interested in that. Mono.winforms is for running plain jane windows apps, period. So opengl controls (simpleopenglcontrol) are out unless like you said you hack your own copy of mono winforms into your custom control, or give up and use java or gtk#.
  3. Sharpdevelop does have an integrated debugger. Not to mention other features like refactoring support, support for compiling to different runtimes (mono and .net 1.1 as well as 2.0) and support for other .NET languages like boo.
  4. You got the Visit and Accept methods in the wrong classes. Reverse those, and make the Visit and Accept methods virtual/overrides. See
  5. See also SDL.NET for audio and graphics: Indy Project has networking wrappers, but I don't know that it is useful for things like multiplayer gaming:
  6. dug

    [.net] OpenGL in .NET

    Quote:Original post by Cutman Does anyone know if Vista will have easily accessed OpenGL functionality? I heard the GUI will use OpenGL... Yes you can easily access OpenGL functionality in Windows Vista, but Microsoft has crippled OpenGL compared to DirectX. OpenGL apps will not run as fast as DirectX ones. Microsoft views OpenGL as a competitor to DirectX. See the top story at I wouldn't take this as an argument to abandon OpenGL though, quite the converse.
  7. Well apparently support for the fiber mode stuff is being dropped from Whidbey: I don't know if you can still use the IHostTaskManager stuff to do this or not. I'd prefer a cross-platform solution anyway.
  8. Boo is a programming language like python but statically typed so your code runs as fast as C#. Version 0.6 was just released, adding support for handling variable number of parameters, easier syntax for creating macros (ast literals), literal notation for floats and exponential numbers, and many other improvements and bug fixes. Here are some basic samples for using it with OpenGL or Managed DirectX: There are also boo addins for the SharpDevelop, MonoDevelop, and Eclipse IDEs.
  9. Quote:Original post by jods LOL dug, MonoDevelop is a port from #Develop to Mono... :D So there is no need to port back to Windows ;-) ??? Have you ever even used MonoDevelop? Yes, it started out as a simple port of SharpDevelop, but it has since gone its own direction. It is fairly different from SharpDevelop now, especially the GTK# integration, and different addins and supported file formats that are not available in SharpDevelop. Quote: Moreover, since Mono exists on Windows, I *think* you should already be able to use MonoDevelop on Windows without problems. That is incorrect. It doesn't work on Windows just yet. They only recently got MonoDoc working on Windows, which is just one of the requirements for MonoDevelop. Quote: But it's a great suggestion for plateforms other than Win. Don't you think it would make more since to use a cross-platform IDE if you want to develop a cross-platform application in Mono? I think you might want to actually look at MonoDevelop for yourself before answering with such an air of authority.
  10. See MonoDevelop for Linux & Mac. Eventually I'm sure they'll be able to port it to Windows, too.
  11. I don't know much about user controls, but I've seen these tips. Use these settings so only your control handles painting: Setstyle(Controlstyles.DoubleBuffer, true); Setstyle(Controlstyles.Selectable, true); Setstyle(Controlstyles.UserPaint, true); Setstyle(Controlstyles.AllPaintingInWmPaint, true); Also, you can only redraw cells in the dirty region that needs repainting. I forget how to do that offhand. Also I assume of course you are only drawing visible cells. If you do keep an offscreen bitmap/picture, it only needs to be as big as the control. You'll get better help over in the Windows Forms forums:
  12. dug

    Is there a C# Applet?

    There is a way to run a .NET application in the Internet Explorer browser only (it will not work in any other browser or on any other platform). I think they call it Smart Clients. For smaller online browser-based games, Java and Macromedia Flash are still the best. We need a plugin that will work in any web browser and can run .NET applications. "If not, and it had to be client based, does it work well with online playing if not including DirectX?" I'm interested in this too. I guess you would use DirectPlay, but I haven't seen any samples of accessing it from C#, and apparently DirectPlay is being deprecated in favor of something else in the future. I guess if your game is simple enough you can just use low-level TCP to handle multiplayer support:
  13. dug

    C# or VB.NET

    As others have mentioned, ultimately it doesn't matter a whole lot because they both are fast. VB.NET is easier to learn. As also suggested, I would download the free SharpDevelop IDE and try both out. Also you can download a free beta version of Visual Studio .NET 2005. If you have no programming experience at all, you might also look at boo ( ) to learn the basics before learning object-oriented programming.
  14. Hi, I don't know of any online VB.NET Directx tutorials myself, although I'm sure there have to be some. There are some books but of course they are not free. However, I have found numerous C# tutorials and examples online. If you want to, you can convert C# code to VB.NET using tools like these: * * *
  15. Quote:Original post by C-Junkie I like this, not because I like the language (I didn't even look) but because it's going to serve as an example when I start playing around with implementing a language. Good luck with that.
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