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About Flimflam

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  1.   Actually, if you have a busy wait loop running like that, it actually will run the processor ragged, and if they're on a laptop it's going to be eating their battery to its fullest.  If they're committed to a tight loop, however, you don't need to call Sleep every frame. Every 10-15 frames should be enough to give the CPU a breather, maybe even more, and over such a period of time, the time eaten by sleep will be barely noticeable.     However I really don't think I'd advise a loop like that. I second the notion that limiting your main rendering framerate should be handled by vsync because there is almost no reason to do it yourself and lots of reasons why you wouldn't want to do it yourself.
  2. Didn't you ask the very same question yesterday? Why make a new thread?
  3. Flimflam

    Why XML is all the rage now?

    Honestly, I think XML might be hated a bit too religiously these days. Many of the biggest things make the biggest targets for criticism. Unless you're going full-featured in your XML usage, it's plenty readable and if you make proper use of attributes, it isn't that much bigger than things like JSON.
  4. You're already on the right track, it sorta looks like. D3DX provides the ID3DXFont interface for loading system fonts and drawing with them, and your code seems to be calling into that interface, just not at the right time. You can't draw to the textures/sprites as you load them, if that's what you're asking (without render targets or direct texture editing) but you can draw the text over the buttons when it comes time to render everything.   Just call the ID3DXFont:DrawText method when you're calling the draw code, after you've drawn your buttons. 
  5. If all you care about is 60FPS, then call Present() with the D3DPRESENT_INTERVAL_ONE flag. This will enable vsync, limiting your FPS to the monitor refresh rate.   This probably isn't the most reliable method if he intends on getting 60fps across the board. The number of 120hz monitors are increasing rapidly, so those individuals will be getting locked at twice the speed of others with 60hz displays. 
  6. Flimflam

    The death of D3D9

    I think D3D9 is still so prevalent among newbies because of how easy it is to get into and no real reason to use 11. D3D9 isn't really that bad. Unless you're doing really fancy things in 3D (something a newbie would not be doing), you don't even need shader levels higher than 3. When you also consider that most AAA studios are still pushing out D3D9 games with optional D3D11 binaries, it just doesn't seem all that imperative to go there.   Even considering their odds of releasing a game before XP becomes insignificant, it might just not seem worth the risk. They might end up with a Terraria or something pretty early on. As I recall, that game was something made as something of a learning experience for the developers. 
  7. Flimflam

    creating a 3d map editor

    You can take a look at this: http://www.delgine.com/index.php?filename=product_deled   Please note that I am not personally endorsing this product. I have never used it, and merely coincidentally saw it mentioned in another thread and thought I'd mention it to you since you seem to be asking. It seems to have an X exporter, if not built in, then in plugin format on that site, which would be what you need for integrating created content with XNA.
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