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Everything posted by paulble

  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
  16. paulble

    DirectX SDK October

    Quote:Original post by MooMansun Perhaps, but from the perspective of MDX, it has been at its expense. Its not much use if you can't write the application for it. I think they are putting the cart-before-the-horse and implementing their 'wish lists' before they have finished the ground work. Again, I think that it sounds like staffing levels are the cause, because the enhancements are about right for the workflow of a team about that size. I can speak with some certainty that the resources for MDX do not conflict with the resources for XACT. In hopes of putting an end to this thread, if anyone has specific feedback on anything in the SDK, please mail directx@microsoft.com. If you think X is more important than Y, tell us that. If you think MDX should be a scene graph API, say that. Generally though, comments like 'foo sucks' need more context (unless it is about d3dx being a dll, context not necessary there). Thanks, Paul
  17. paulble

    DirectX SDK October

    Quote:Original post by Moe Anyone know where I get get the MeshViewer app? I thought it was a handy tool... DxViewer and DxOps are the suggested replacements for the functionality of mview and effectedit. DxViewer has a number of advantages over mview and EffectEdit: * Sas 1.0.1 compliant for D3DX Effects * Allows more control over optimization, includes, etc... * Adds normals, binormals and tangents if necessary * More robust skinning * Automatically reloads files on changes * Uses "only" the programmable pipeline. * Considerably more maintainable code (uses DXUT, simpler loading, etc...) The major things missing from DxViewer are the "modifier" actions (weld, optimize, etc...) and the mesh navigation features (walking edges, triangles, verts, etc...). We think dxops is a more full featured replacement for the modifiers and we hope to get to the complex navigation in a future release of DxViewer. DxOps is a command-line scriptable tool that exposes a large number of the D3DX APIs in a simple fashion. Additionally, DxOps has some advanced functionality such as the 'shade' command that provides the ability to run HLSL shaders on texture surfaces including the ability to read multiple source textures. DxOps is pretty modular and it should be easy to add custom commands if you find something lacking or let us know if you think there is something we should add. Please give these two new tools a try and let us know what you find lacking. Paul Bleisch [MS]
  18. Quote:Original post by Dave Hunt Unless I don't understand English, you're not supposed to be deploying applications created with the Beta. From the Visual Studio 2005 Site: Quote:Microsoft’s Beta EULA does not permit production deployments of customer applications. Assuming this is for demo purposes there shouldn't be a problem.
  19. Quote:Original post by Evil Steve That looks pretty good. I'm still not sure what the shared handle is for exactly, what does it mean that you can "re-open" a resource using the shared handle? Edit: Omgomgomg, D3DPOOL_DEFAULT surfaces are never lost! Yay! Shared resources are useful for sharing textures, vbs, etc.. across process boundaries. Not a common scenario for most games but extremely useful if you have (say) a desktop compositing engine that wants to share a texture (backbuffer) with another process' windows canvas. There are other interesting uses for this but they are generally related to producer/consumer roles for data. Paul
  20. Quote:Original post by NovaCaine Hmmm... It seems to be looking for dlls in this folder: c:\windows\winsxs\x86_microsoft.vc80.debugcrt_1fc8b3b9a1e18e3b_8.0.50215.4652_x-ww_a12cf373 Which looks like it may be dlls exclusivly for VC++ 8.0 aka Visual C++ 2005... So my best guess could be project built with the Beta release can only be run on computers with the beta release.... But feel free to correct me. Problem #1: you're compiling against the debug C runtime. Compile a "Release" configuration. Problem #2: one you compile a Release config your app will look for the non-debug CRT (similar to above without the "debug"). To fix this, you need to make sure that the MSVCRT 8.0 components are installed on the target machine. Check out the help for how to redistribute the CRT in VS.NET 2005. Paul
  21. Quote:Original post by ramy hey guys, Im wondering for abit here, is the directx sdk installable on windows vista? i remember installing it on one of the earier versions of longhorn and it refused. anybody has an idea? and wat about the preformances? thx The SDKs up through Aug05 will install but do not install debug runtimes or refrast so many of the tools and samples (that need to fall back) do not function properly. This has been fixed in the upcoming Oct05 release. Debug runtimes for Beta1 are installed, refrast is there as well. Basically, Oct05 is the first one that will really support Windows Vista Beta 1. As always, the retail runtimes are not updated (as the ones in-box are correct). Performance is all relative. It is a beta, depending on whether you have LDDM drivers or not, etc... Paul Bleisch [ms]
  22. paulble

    where can i find d3d9.h and d3d9.lib

    Quote:Original post by UltimaX A few things to try: • Make sure that you are downloading the SDK here. • Make sure you are including the header with the correct directory. For example use C:\DX90SDK\Include\d3d9.h and not just d3d9.h Better yet, remember this link for the sdk :) http://msdn.microsoft.com/directx/sdk/ That will always take you to the latest sdk. Paul
  23. paulble

    Shader Debugger Issue

    Quote:Original post by doctorsixstring I'm having a hard time getting Visual Studio's Direct3D debugger working with my shaders. I've spent the last hour or two looking at the MSDN articles Getting Started Debugging Shaders and Shader Debugging Tutorial. My app builds fine, and runs wonderfully. Unfortunately, running from "Debug->Direct3D->Start With Direct3D Debugging" fails to do anything beyond rebuilding my project (application is not launched). No error messages appear, so I have no idea what the issue might be. Has anyone experienced anything like this? I'm using Managed DirectX, C#, Visual Studio .NET 2003, and a fresh install of the DX9 August 2005 SDK. "Start Direct3D Debugging" doesn't work with Managed DirectX commands (this is a known bug). Instead run the application (without debugging) and then attach to the process to get access to the Direct3D debugging extensions.
  24. Quote:Original post by Toolmaker Isn't there a MDX redist without the latest DirectX version? I remember Pouya handing me a few times the redist for MDX only. Because these people already have the latest DirectX versions, just not the latest version of MDX. Toolmaker You can configure the DirectX Redist that ships with the SDK such that it includes only MDX and D3DX (you'll likely need both). See the documentation on how to do that. Paul
  25. paulble

    SetPalette in DirectX9?

    Quote:Original post by fluke what is the dx9 equivilent method (aka. work-around) of ddraws CreatePalette and SetPalette? eg. ddraw->CreatePalette(DDPCAPS_8BIT | DDPCAPS_ALLOW256,pe,&lpddpal,NULL); lpddsurface->SetPalette(lpddpal); i noticed the IDirect3D9 and IDirect3DSurface9 interfaces don't have any direct palette support, so i guess i'm looking for a more indirect/diy approach. thanks in advance. Take a look at the IDirect3DDevice9::SetPaletteEntries method. Palettes in D3D9 are shared and managed on the device as that is closer to how the underlying hardware functions. Paul
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