Microsoft has an FAQ about the use of their trademark.
From that FAQ:
Can I use a Microsoft logo to indicate that my product or service runs
on or is compatible with a Microsoft technology or service?
long as you have a signed logo license agreement with Microsoft.
Microsoft has many logo programs to indicate compatibility with
You can't. At least, not as a game developer.
As a gamer, you can purchase more expensive keyboards with "anti-ghosting" features, but otherwise the limitation is part of the hardware itself, so there's nothing you can do in software to solve it.
Check out this demo page to see how keyboard ghosting works, plus a demo: https://web.archive.org/web/...
Looking at my disk, I have
1 game that saves savegames in %APPDATA%
1 game that saves savegames in %LOCALAPPDATA%
2 games that save "other stuff" in %APPDATA%
3 games that save "other stuff" in %LOCALAPPDATA%
2 games that save savegames in %UserProfile%\Saved Games
21 Games that save savegames and loads of other stuff in %UserProfile%\Documents, not ...
but XNA was never a real success
lolwut? XNA is an amazing success. If you just look at this site as a measuring ground, you will notice that:
XNA is the top recent tag (it stays up there quite a lot)
XNA questions get quickly answered, often with multiple answers
Difficult XNA problems are addressed
This shows that there are a lot of people interested in,...
As others have mentioned, on OS X (and Linux), OpenGL is the only game in town for hardware-accelerated graphics. So the question really comes down to: why do developers use Direct3D instead of OpenGL on Windows?
One possible reason, as suggested in the comments, is that they started out as a Windows-only project and later decided to add OS X / Linux ...
Couldn't find the right phrase for search but finally found it, "using corporation trademark". It seems you are allowed to freely use their logo's and trademarks as long as the product is really compatible with their software.
Compatibility: If you are a developer, you may show an image of an Apple product in your promotional/advertising ...
I have not seen an else being used in this instance (the Rastertek tutorial you mentioned does not use an else).
My guess would be if that you tried to resize your window the game rendering would freeze proving that the else part is never executed, as the resize message would be constantly sent.
A common loop would have this structure.
I've found a workable approach. I grabbed the DS4Tool source and copied the bits I needed into my Unity project so I could read the reports from the device directly.
(That's the NativeMethods class to interface with Kernel32.dll, the device enumeration from HidDevices, and reading the report from the HidDevice class. I cut out the rest to keep things as ...
Generally timeGetTime() is best for timing game logic - GetTickCount isn't quite high enough resolution, and QPC & RDTSC are a lot more trouble than they are worth for that purpose.
For profiling on the other hand, either RDTSC or QPC can be quite worthwhile. I prefer RDTSC over QPC, though microsoft recommends QPC.
The four common time functions ...
Yes, but keep in mind the default frame buffer will always be the same size of the window. What you can do is to render your scenes internally into an off-screen (400x300) frame buffer, and then up-scale it to (800x600), you can do this by rendering this into a texture and applying it on a full screen quad, the advantage you will get is your shaders will run ...
GDI (Graphics Device Interface) is the software renderer under Windows. Basically any language/runtime platform under Windows that is not GPU-accelerated is going to be using GDI under the hood at some level. While Java AWT might use GDI directly via the C code that the Java runtime is written in, something like Flash running in Chrome will OTOH be using GDI ...
Games like that are called screenmates or desktop pets. They are a type of digital pet that interacts with desktop windows.
Desktop pets query the host operating system's windowing system for window positions. The windowing system is typically DWM on Windows and X11 on Linux.
On Windows, you can include Windows.h and use EnumWindows to get a ...
Yes, it does use OpenGL for some operations. You can get the full list from the source code. The major uses are, as of SFML 1.6:
RenderTarget.cpp: set up render targets, clear screen, set matrix mode etc.
PostFX.cpp: postprocess manager
Image.cpp and Sprite.cpp: texture and sprite handling
String.cpp: text writing
In the upcoming SFML 2.0, some of this is ...
EDIT: After a comment by @ChristianIvicevic I felt compelled to reword my answer to emphasise that the Article link I provided is a far better alternative to using a system call as it is more secure and does not risk producing false positives with anti-virus software.
Try and use this Microsoft solution:
Performing Clear Screen (CLS) in a Console ...
The Geforce4 MX with the newest-available nVidia drivers (circa
2006) doesn't support the glTexEnv approach to blending source and
destination textures. At least, not in hardware. Drawing the
simplest shapes results in crippling slowness.
However, it does appear to support GL_BLEND combined with glBlendFunc in hardware.
Instead of the ...
UnityEngine.dll and UnityEditor.dll can be found Editor\Data\Managed subfolder of your Unity installation.
UnityEditor.iOS.Extensions.XCode.dll is in Editor\Data\PlaybackEngines\iossupport and
UnityEngine.Ui.dll is in Editor\Data\UnityExtensions\Unity\GUISystem\Standalone
The current operating system stats on Steam tell us that only 35% of Steam users even use Windows 10.
And of those who do use Windows 10, not everyone regularly use the Windows store to shop for new games. This might be a kind of chicken/egg problem. There aren't many interesting games on the Windows store, so nobody goes there to look for games, so nobody ...
Specifically for Unity, you're correct that AssetBundles cannot update script code. You can use bundles for updating data, but any actual code changes will require a new version of the main game .exe to be installed. This can be an even bigger problem on non-desktop platforms, as releasing a new executable version on platforms like iOS can take a lot of time ...
I do know if you happen to have an app available in the Mac App Store, iOS App Store, or Google Play, they have available banners at your disposal to post on your website. Microsoft used to have the Microsoft Compatibility logo available to Software Manufacturers that pass the hardware guidelines for said software. I know Apple is very meticulous about what ...
Actually, starting with Windows 7, Direct3D 11 is your answer. Of course the API defaults to using a GPU if you have one, but you can create a Direct3D device targeting the Windows Advanced Rasterization Platform (WARP), which is meant to be a high performance software rasterizer supporting the Direct3D API. You should not expect performance anywhere as ...
I suggest you save yourself a lot of pain and grab the ARM Mali OpenGL ES Emulator, or the PowerVR Graphics SDK v3.3. This way you will be ready to roll in minutes. This of course assumes that you do not need your ES setup to run natively on Windows machines, e.g. when your game goes to market.
If you do need to the code to run natively on Windows, you ...
It depends on what algorithm you are using to generate your dungeon. There are algorithms which by their very nature ensure that everything is reachable:
Algorithms which start with one room and then keep attaching new rooms at random to already existing rooms
Algorithms which use recursive division (you start with a huge, empty room and keep subdividing by ...
From this interview, it appears that what he's talking about isn't throughput, it's latency. At 60FPS, ideally you have 16ms to put a frame on the screen which has reacted to user input. This basically means that the user "feels" a lag of 16ms between taking an action and seeing it appear on screen. Because that "lag" is equal to the frame rate, it's about ...
If your using C++11 it has a new Chrono library that allows you to get the system time in milliseconds so you don't have to rely on functions shipped with a 3rd party library. There is also a Boost version if you need to backport it to a non-C++11 system.
Your Game loop should look something like this
lastTime = time();
currentTime = time();
deltaTime = currentTime - lastTime;
lastTime = currentTime;
For a crossplatform way to get the time
check out this project
now this is called a variable time step ...
Yes, the applications you write for XNA will still run on the desktop mode but not metro mode. If you care about Metro integration, check out MonoGame. I develop normal XNA and MonoGame applications on Windows 8 and run them here as well; I can assure you they both function perfect on desktop mode.
In case you ever need it in the future: For even more control of the display in consoles and cross platform support take a look at the ncurses library: https://en.wikipedia.org/wiki/Ncurses
It is a bit of an overkill for just clearing the screen, though to my knowledge it is currently the only portable way, but it also allows for colors, menus etc. ...
I think the thing you need to grasp is that the message processing will run much faster than the rate at which messages are sent.
For the example code you've provided, here's an estimate of timings:
while (msg != WM_QUIT) //
// Translate and dispatch message
// [A] --> This takes a ...