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About Xadeu2005

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  1. Hello all, I am at the beginning of the development process for my game. I will be implementing a simple version of Tetris. I am using Managed DirectX 9.0c was wanting to know the best way to implement a client and server in .NET. Should I use the System.Runtime.Remoting objects or is there a better way? If so, what? Thanks so much for your time. Xadeu2005
  2. Xadeu2005

    C# Managed DirectX Timing Question

    Hey folks, I solved the problem. The elapsedTime value was the elapsed time since the last frame. I created a variable called cumulativeTime which added elapsedTime to itself every frame. Once the cumulativeTime reached 1.0 I allowed the block to update and then reset the cumulativeTime to 0.0f.
  3. Hello all, How do I get a block to move once a second? I know this sounds trivial, but I am using Tom Miller's code from the Managed DirectX 9.0 Kickstart book. In the game "Dodger" he uses a class called Utility. I notice he uses updates his object's position based on elapsed time and the speed at which he wants the object to go. He does this to get a smooth flow...but I how do I slow the block down to only move every 1 second (1000 milliseconds)
  4. I guess what I don't understand about the sample framework is that it doesn't seem to do anything but show me what my video card is, the current FPS and a whole bunch of UI stuff. Is there a stripped down version of this or is it up to me to strip it down to only the stuff that I need? Thanks, Xadeu2005
  5. SR_Guapo, well with that being said... I still don't know how to implement Tom Miller's code on render loops (would his code benefit me at all?) would I still need a timer if I chose Tom Miller's code on Render Loops? Or should I use your suggestion on Time Based Modeling? If so, could you elaborate more on this topic? Thanks, Xadeu2005
  6. remigius, could you point to the specific framework sample you were talking about? Before what I would do is something like //should restrict MAX FPS to 60 only update every 17 ms //rotate 10 degrees 9 times to achieve a full 90 degree //rotation in half a second. while(graphicsTimer->TimeElapsedSinceStart() <= 16.666667) {} this way i could control the speed of movement in the game. Is this what you are talking about...I think that example framework would help. Thanks, Xadeu2005
  7. Hello all, I would like an explanation of what the best way is to make my game run smoothly using Managed DirectX. Before when I was writing the game using OpenGL I would use a loop that would "waste" cycles so that the game would run slow enough and "smoothly" on my computer. This worked but not efficiently. I guess my question is what is the best way to control the speed of my game and why? I noticed a link to Tom Miller's Blog about render loops is this what I am looking for? I am not sure about alot of terminology and an explanation of some terms or some good resources would be helpful so I could do some R&D on my own. [Edited by - Xadeu2005 on August 9, 2005 11:10:33 PM]
  8. Hello all, I am new to Managed DirectX, but I feel like I am coming along nicely. I have been looking for an example of a simple bouncing block program just so I can see how animation (double buffering) is done in Managed DirectX. I was wondering if someone knew of a segment of code that was out there that you could point me to. If not, could someone possibly post a simple program like that on here just so I can get an idea of how its done. I can't seem to find it anywhere. Thanks so much, Xadeu2005 [Edited by - Xadeu2005 on August 9, 2005 8:48:00 PM]
  9. How would I do this using C# .NET with Managed DirectX 9.0c? Is it still the same concept? I didn't think it was necessary to create pointers in C# .NET Thanks for your time, Xadeu2005
  10. Hello all, I am making a puzzle game, obviously I need to be able to handle keystrokes. I know how to create a DirectInput device. What is the best way to incorporate that object into my game? Also how do objects get passed from one class to another without pointers? Thanks, Xadeu2005
  11. Xadeu2005

    Graphical Tearing Question...

    Could someone PLEASE take a look at my code (posted above) to let me know if there is something obviously being done incorrectly with the way that I am waiting for the next chance to update? most of my update code is in the winmain.cpp file that i posted. here is the code in question: TimerInit(); g_glRender->Init(); while (!exiting) { float start = TimerGetTime(); g_glRender->Prepare(0.0f); g_glRender->Render(); SwapBuffers(hDC); //should restrict MAX FPS to 60 only update every 16.6667 ms while(TimerGetTime() < start + 16.6667) {} } Monitor Refresh rate = 60 hz Vsync is off Target FPS should be exactly 60 fps The tearing effect is really slow (and obvious) and happens every 15 seconds or so, which leads me to believe that I am very close to hitting 60 fps but not quite. Thanks for your help everyone
  12. Xadeu2005

    Graphical Tearing Question...

    Ok I set my video card to: "Wait for Vertical Sync" - Default On Picture: VSYNC is on But how is this supposed to keep my block from tearing? Do I need to adjust the max fps in my game?? Thanks, Xadeu2005 [Edited by - Xadeu2005 on January 24, 2005 1:23:27 PM]
  13. Xadeu2005

    Graphical Tearing Question...

    here is a link to my executable: http://members.cox.net/nick.ueda/Block.rar Thanks, nick
  14. Xadeu2005

    Graphical Tearing Question...

    Is there a VSync function in OpenGL?
  15. Xadeu2005

    Graphical Tearing Question...

    _the_phantom_, well i don't know if V-Sync is on or not .. How would I tell if it is? How do I turn it on?
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