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win32mfc

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  1. Strange that no one has any comments on this.. I'm sure I'm not the only on that has experienced this. For example, in the GD Showcase, the "Generic Space Shooter 3000" application doesn't run for me- it takes an exception immediately. And if you look at the user comments, I am not the only one that it has happened to. Is it because the application was created with a different version of Managed DirectX? Would you need to install the redistributables for the older Managed DirectX in order to get it to work? (using .NET's ability to have multiple versions of a DLL "side-by-side") // CHRIS
  2. Doing a hex-dump on the original and new/compiled EXE doesn't give any hint of a Microsoft.DirectX.Direct3D assembly reference. Clearly, though, it's being loaded. The only hint I could see was in the original C# source .proj file that had the Direct3D REFERENCE section as: Name = "Microsoft.DirectX.Direct3D" AssemblyName = "Microsoft.DirectX.Direct3D" HintPath = "..\..\..\WINDOWS\Microsoft.NET\Managed DirectX\v9.00.1126\Microsoft.DirectX.Direct3D.dll" AssemblyFolderKey = "hklm\current managed directx 9.1" On my machine, with the latest DirectX 9.0c [oct 2004] SDK, I have the folder C:\WINNT\Microsoft.NET\Managed DirectX\v9.02.3900 instead of what's listed in the hint path above.. clearly a different version. My biggest worry is that if I write a program with Managed DirectX, what are the chances it will still work after the next release of DirectX? Apparently, it seems to be an issue already. This EXE that was built about 6 months ago no longer works; it needs to be recompiled [no changes to source] Could this just be a side effect have having the DirectX SDK installed? Any comments on any of this? Thanks, // CHRIS
  3. Yes, that's part of the "Properly handle ALT-TAB" feature.. I found a C# example on DrunkenHyena.com here: http://www.drunkenhyena.com/cgi-bin/view_article.pl?chapter=2;article=10;lang=cs Which led to me other post on this forum.. I have the latest DX 9.0 SDK (Oct 2004) and when I run the example EXE in the ZIP file provided, the example crashes when you try to run it. BUT, if I open the source project in VS.NET 2003, recompile and run, it works fine. Trying to understand what's going on with that.. // CHRIS
  4. Hiya, I've found some managed DX9 applications on the web and here on GameDev in the GD Showcase that crash on startup when I run them. For example, I found a Managed DX9 C# example program that creates a simple windowed or full-screen device and lets you switch between them. The tutorial is here: http://www.drunkenhyena.com/cgi-bin/view_article.pl?chapter=2;article=10;lang=cs The support code (common.zip) is here: http://www.drunkenhyena.com/cgi-bin/view_article.pl?chapter=1;article=1;lang=cpp I think the problem is with the version of DX9 DLL's that the program was created with, because if I run the EXE that's in the project zip file it CRASHES. BUT, if I open the project in VS.NET 2003, compile and run it, it WORKS FINE. Any idea why this happens? Thanks, // CHRIS
  5. Hiya, I've looked through the Direct3D books that I have, and they show how to create a windowed app and a full-screen app, but never explain, or show how to, switch between the two in the same program. Does anyone have or know of a basic Direct3D app that will: (1) Allow switching between Windowed and Full-Screen mode (2) Properly handle ALT-TAB Thanks for any help! // CHRIS
  6. Thanks all, that's just the kind of info I was looking for! // CHRIS
  7. Hiya, I've recently decided to get back into working with DirectX, using the latest Managed DirectX 9. I have a question that's more general in nature, though. Most game books I've seen show the "main" game loop something like this: main() { init() while(!done) { handle_user_input() update_world() render_world() } free_resources() } A while back, I wrote a 2D game of pong that started by going into full-screen and giving you a simple menu, with a rotating arrow graphic next to the selected item (using arrow keys to move up/down and enter to select.) The way I did it was to use lots of switch statements like this: switch(m_state) { case TITLE_SCREEN: handle_title_screen(); break; case SHOW_CREDITS: handle_show_credits(); break; case START_GAME: handle_start_game(); break; case PLAY_GAME: handle_play_game(); break; case END_LEVEL: handle_end_level(); break; case NEW_LEVEL: handle_new_level(); break; case END_GAME: handle_end_game(); break; } My question is how do people normally go about putting in all the extra stuff a game usually has, like title screen, demo mode, etc? Am I going about it in a "sane" manner? Thanks for any input! // CHRIS EDIT: fixed typo
  8. If you know of any projects or samples with source code for managed DirectX 9 in VB.NET (or C# if VB.NET is really scarce), I would appreciate a point in the right direction. I did some simple game programming with DirectX 3 (mainly using DirectDraw and DirectSound) in C++/MFC. I'm interested in revisiting DirectX using VB.NET to see what I can do. I'd like to find some sample games or demo's or tutorials. Do you know if any of the Developer Journals on this site deal with Managed DirectX? I looked through a few, but haven't hit any yet. Thanks for any help! // CHRIS
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