Topics about games made for Microsoft Windows products.

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2
votes
2answers
86 views

Touch taps only on very short flicks on Win7 with Monogame

I have an application on win7 which needs to support touch and mouse input using monogame. But reading touch taps proves to be a very hard thing. The TouchPanel is initialized like this: ...
1
vote
1answer
110 views

How to maintain a Unity Windows standalone game in RAM?

What would be a good method to maintain a Unity game in RAM? Here is what I'd like to achieve: make a game with Unity, put the build with all the data on a USB key, plug it in another Windows ...
0
votes
1answer
170 views

3ds Max Skeleton Import into Unreal Engine Fail

I tried following the "Introduction to UE4 Animation and Rigging Tools" tutorial with maya but I dislike maya and don't under stand it so I tried importing the skeleton from the "3rd Person Game with ...
-1
votes
1answer
1k views

Windows Events lag behind

I'm making a simple openGL application and so far I can get the window to display, the update/render loop work, and it processes windows events (like WM_QUIT and WM_MOUSE). I've found though that ...
1
vote
0answers
27 views

ThreadAffinity being changed by OpenGL / ChoosePixelFormat

If I change thread affinity and then create the window used in my OpenGL game it changes the thread affinity to something else. I tracked down the exact API call (ChoosePixelFormat) which changes it ...
1
vote
0answers
297 views

What's the best way to set up an OpenGL draw loop in windows?

On mac os x, there's a way to pass the system a function pointer that is triggered at an ideal time to start your drawing code. These are the CVDisplayLink tools. I'd like to understand how to do ...
1
vote
0answers
228 views

Help with Windows RawInput

I am having some trouble to receive and interpret mouse movement data from RawInput. Generally mouse input seems to work, I can query mouse buttons and receive updates of mouse movement. The problem ...
1
vote
0answers
61 views

Creating transparent image with localGraphicsConfig not always working

I'm trying to use GraphicsConfiguration.createCompatibleImage to create transparent images. This creates an empty image which I'm filling with a mosaic pattern later on in the code. This seems to ...
0
votes
0answers
9 views

MinGW Windows Cross-Compile Error

While I was developing my game on Linux (I'm using an ARM system), I decided that I want to cross-compile it to windows. Yet, I get an error while I try to link Allegro (version 4.2) to the compiler. ...
0
votes
0answers
29 views

Hide (and show) Unity window using C#

I'm making a game (in Unity3d) that features a level editor. However, the editor is made in XAML (i use WPF on Windows Desktop). In Windows Phone, the Editor is a separate application, and i use URI ...
0
votes
0answers
8 views

ShaderX7 example code - missing headers

I try to build shaderx7 example code (practical cascaded shadow maps) from the cd which was appended to the book. I use windows 7 and I installed directx sdk 2008 and 2010. I can't find anywhere ...
0
votes
0answers
22 views

Any call to framebuffer methods causes crash. (MinGW)

For a long time, I have been using LWJGL. This library is pure awesomeness, however I was looking into learning the lower level API that was used in C++. I am new to the idea of pointers and other ...
0
votes
0answers
102 views

Is there a trivial way to force SDL2 to render on resolution change or regain of focus after CTRL+ALT+DEL?

I'm building a game with SDL2 and C++11. One of the modes of the game is a map which is divided up in tiles/entities existing on those tiles (some are animated) in the context of a viewport on the ...
0
votes
0answers
99 views

Farseer physics engine: save world simulation and load at a later time

I have created a windows desktop game using monogame and the Farseer Physics engine (FPE 3.5). In this game I would like to the user to be able to save the game and continue at a later time. When I ...
0
votes
0answers
161 views

How can I set the attribute index location?

I am trying to set up a shader which takes three input parameters. I have the following code: GLuint vert = glCreateShader(GL_VERTEX_SHADER); GLuint frag = glCreateShader(GL_FRAGMENT_SHADER); const ...