Jump to content
  • Advertisement

paulble

Member
  • Content Count

    89
  • Joined

  • Last visited

Community Reputation

349 Neutral

About paulble

  • Rank
    Member
  1. Quote:Original post by Naku Quote:Original post by Michalson I've been hearing a lot about the "C# only" for XNA, can anyone confirm that this is actually the case? As I understood it, XNA/Indie development was managed only, so that you couldn't use unsafe code to mess with your or other peoples XBoxs. That would mean you should be able to use any managed language, as they all compile to the same .NET assemblies (you could thus program an XBox 360 game in VB.NET or even COBOL.NET) The Beta version is C# only. They're planning to add other managed languages to the RC1 at the end of the year. Not exactly true. The RTM version of XNA Game Studio Express (due this fall) will be C# only. We are looking to add other languages and VS SKUs in the next major release. Paul
  2. paulble

    XNA Framework & Xbox 360 Details

    Quote:Original post by idloco Quote:Original post by paulble Quote:Original post by Anonymous Poster Is there any point in downloading visual studio C# Express in the meantime & familiarizing ones self with things? Also does anyone know if the game framework will be a kind of "bolt on" for C# Express or will it be similar to the directx sdk where you link to it? Yup! XNA Game Studio Express will use your current installation of Visual C# Express if you already have it installed. Paul What if i have the standard version of visual studio? does the xna integrates with the version already installed? Version 1 will only integrate with Visual C# Express. If you want to forego deployment to Xbox 360 and the XNA Content Pipeline integration, you could use other Visual Studio SKUs and reference the XNA assemblies using "Browse..." in the references dialog. Obviously, supporting other VS SKUs is important in v.next. Paul
  3. paulble

    XNA Framework & Xbox 360 Details

    Quote:Original post by Anonymous Poster Is there any point in downloading visual studio C# Express in the meantime & familiarizing ones self with things? Also does anyone know if the game framework will be a kind of "bolt on" for C# Express or will it be similar to the directx sdk where you link to it? Yup! XNA Game Studio Express will use your current installation of Visual C# Express if you already have it installed. Paul
  4. paulble

    XNA Framework & Xbox 360 Details

    Quote:Original post by headfonez So how will this limit a developer from building and selling a commercial game for the PC for free, using XNA? Are there any restrictions or licensing fees that they will have to pay? Thanks in advance. There are no limitations on using XNA Game Studio Express or the XNA Framework for creating or distributing games targeting Windows -- commercial or not. Games targeting Xbox 360 must be non commercial. Our Pro offering will allow commercial titles on Xbox 360 and will require a Xbox 360 developer kit. Paul
  5. paulble

    XNA Framework & Xbox 360 Details

    Quote:Original post by nuvem Quote:Original post by Promit Quote:Original post by remigius Excellent news, I think we can manage to forgive your anonymous posting [smile] So the API for the Effects framework will change, but will we still have HLSL and if so, which shader models will be available? Maybe it's a silly question, but I have no experience with console development, so I imagine writing shaders on the XBox 360 might differ significantly from writing them for the pc.My understanding is that we're looking at a straight up vanilla Shader 3 spec. We don't get any access to the extensions to the shader model that are on the X360, but we get the usual stuff you see on PC. I hope not, if that's the case it certainly kills the PC market, SM2.0 would be far more reasonable. The Windows side of things allows for all of the existing D3D9 shader models (1.x through 3.0) just like MDX did. The set of available shader models on the Xbox 360 version of the Framework is still being finalized but we'd like to expose as much of the 360 GPU as possible. Paul
  6. paulble

    XNA Framework & Xbox 360 Details

    Quote:Original post by remigius Excellent news, I think we can manage to forgive your anonymous posting [smile] So the API for the Effects framework will change, but will we still have HLSL and if so, which shader models will be available? Maybe it's a silly question, but I have no experience with console development, so I imagine writing shaders on the XBox 360 might differ significantly from writing them for the pc. We're looking into exposing more of the Xbox 360 specific shader model extensions but no promises. :) Paul
  7. paulble

    SDK Download down?

    Quote:Original post by InsaneBoarder234 Just trying to get the new SDK (or even an older version, recent system reinstall) and I keep getting the following message with any DirectX SDK file I try to download from Microsoft's website: The download you requested is unavailable. If you continue to see this message when trying to access this download, go to the "Search for a Download" area on the Download Center home page. Is anyone else experiencing this problem? Clicky to test Is there anywhere else I can get the SDK from at all? Cheers guys :) We've been having some problems with downloads in general on msdownloads today. It seems that in most cases, refreshing the browser (i.e. F5 in IE) on the same page mitigates the problem. Paul
  8. paulble

    PIX with ATI plugin

    Quote:Original post by eisebs Quote:Original post by Drakex Lol. "hey guys i really love directx its really cool btw M$ sucks death to capitalism" Oh, fanboys and their unshakable logic ;) Okay, alright. I'm not cool and all. So I've got Microsoft PIX. Maybe DX is not the worst API in the world and yes, it's nice that it's free and no, I'm not a fanboy of any sort and yes, I prefer Windows to Linux. Actually I didn't think too much about it and maybe the dollar character was a bit cheesy. So paulble: I set up PIX the way ATI suggested it, with action type "Set Per-Frame Counters" and the following counters that I'd like to see: Hardware Busy Vertex Fetch Busy Total Pixels Pixels Passed Z Test Frame Rate Local Texture Memory used AGP Texture Memory used Prims per PSC change Prims per VSC change Prims per PS change Prims per VS change Prims per TS change Prims per RS change I get some results for FPS, memory and the prims counters, but for "Hardware Busy", "Vertex Fetch Busy" and the pixel counters I get no results. thanks. If you're getting values from some of the ATI counters but not others, I would think you need to speak with ATI. It might be possible that not all of their hardware supports all of their counters. Paul
  9. paulble

    PIX with ATI plugin

    Quote:Original post by eisebs Hi there, I'm having a hard time getting the ATI Plugin for M$ PIX to run. I have it set up and all, and it records info on frame render times and FPS alright, but all the other columns are always 0. I played around with DX retail and debug drivers and also tried all sorts of things with the debug levels, but I still don't get any more output. Any help much appreciated thanks, Robin What type of experiment are you configuring in PIX? The most basic capture types only record basic counters. Also, some columns (like duration) are not computed for all api calls. Can you describe a bit more about how you set things up, what columns your expecting to see, and what you are seeing?
  10. Quote:Original post by sepul I just wanted to know what happens inside of ID3DXMesh::DrawSubset I guess we have these commands for each DrawSubset call : - SetStreamSource - SetIndices - DrawPrimitive/DrawIndexedPrimitive what else do we have ? do we have a call to SetVertexDecelaration inside DrawSubset ? or we have to call it before calling DrawSubset ? It's hard to say exactly what DrawSubset is doing in your particular case. The exact calls depend on 32-vs-16 bit indices, the mesh's attribute table, etc... However, you could use Pix for Windows to get an idea of what is happening. You can do a simple "call log" of your application within Pix. This will give you the exact calls D3DX is making. Note Pix is generally useful for figuring out what D3DX is doing. :) Paul
  11. Quote:Original post by Talib I was just wondering why some games do not work when the DX SDK is installed. For example Neverwinter Nights had this problem (not sure if they fixed it). And recently I am suspecting that Magic the Gathering Online also has this issue. Why would that be so? Usually this is the result of the debug runtimes being enabled when the sdk is installed. When the debug runtimes (in d3d9) are enabled some return values from some APIs change to be errors when the retail runtimes return success. This means that if the app is testing for error returns in the retail version of the game -- but not really expecting errors -- the game breaks. Paul
  12. paulble

    SDK installation troubles

    Quote:Original post by Funkymunky Well the validation page, before the download, is here, but I was really wondering if anyone had any fixes for the "netfix.msi is not valid" problem *Update* I did find a version on this german page. There was a problem in the first couple days after Oct05 was released in which the netfx.msi file included in the SDK was incorrectly signed. This was fixed almost immediately (I don't remember how long the wrong one was up). Alternatively, you could install the .NET 1.1 Framework separately and then install the SDK. Paul
  13. paulble

    SDK Common

    Quote:Original post by swati2424 Hi, Another beginner post...I have installed DirectX SDK August 2005 and it comes with a utility toolkit under Samples\C++\Common. Some of the sample SDK projects include files from this directory. Is it quite common to use DXUT in DirectX apps? Does it have potential problems that I need to be aware of? Thank you, DXUT is used in several shipping (or near shipping) Windows titles. It is also often used in pipeline tools that run on Windows. In this sense I would say it is safe to use. Paul
  14. Quote:Original post by jollyjeffers Quote:Original post by ROBERTREAD1 It refuses to install. To clarify... I seem to remember that Win2k was no longer a supported development platform in the February 2005 SDK, and it was the April 2005 SDK that actively tried to stop you from using it on Win2k. As far as I'm aware, you can still deploy DX9 applications to Win2k - you just can't (well, not supposed to!) use it for development. hth Jack This is correct. Basically, our tools are starting to take dependencies on features of Windows XP and above. You can still develop for Windows 2000 and the DirectX Redist supports installing those components that support Windows 2000 (9.0c, etc...). If you find yourself in dire need of developing on Windows 2000, you could always open up the downloaded package in WinZip or something and pull out the Include and Lib directories. Paul
  15. paulble

    Trouble with "symbols"

    Quote:Original post by Telorin I just recently upgraded to Microsoft visual C++ 2005 and downloaded the "newest" sdk. I placed all the includes, and libs in my visual studio 8\VC\ Libs or Includes and I have no trouble with those, But I just downloaded the symbols and in the old direct X I used it all pre-arranged with symbols already in place etc. So I downloaded the symbol pack but I don't know where to put what folders. Can anyone help me out? In general you shouldn't be copying files around when using the SDK. Our recommended usage is to use the installer to install the sdk. This adds include and lib paths to vs 2005 appropriately. Symbols are never installed but to use them just point vs 2005's symbol path to the path where you have placed the symbol files. I don't have vs 2005 on this machine but I believe there is something in the main "Options" settings for this. Paul
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!