Hot answers tagged

58

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? Yes, as long as you have a signed logo license agreement with Microsoft. Microsoft has many logo programs to indicate compatibility with ...


29

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/...


18

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 ...


10

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. For Apple Compatibility: If you are a developer, you may show an image of an Apple product in your promotional/advertising ...


10

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. while (true) { ...


8

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 ...


7

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 ...


7

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 ...


7

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 ...


7

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


7

Games like that are called screenmates or desktop pets. They are a type of digital pet that interacts with desktop windows. Positioning 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 ...


6

Got it: 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. Solution: Instead of the ...


6

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 ...


6

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 ...


5

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 ...


5

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 ...


5

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 ...


5

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 ...


4

If you have VSYNC on, and if you handle windows events in the same thread where you handle rendering, you will experience some small but noticeable input lag. The SwapBuffers() function will wait for vertical sync, which slows down main loop, which again slows down recieving of windows events. There are several different solutions. The easiest one would ...


4

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.message != WM_QUIT) // { if (PeekMessage(&msg,0,0,0,PM_REMOVE) { // Translate and dispatch message // [A] --> This ...


4

Having the exactly same issue here - the following code snipped works perfectly fine: private void DoRenderSkybox (GameTime Time) { this.Device.SetRenderTarget(this.GridTexture); this.Device.SetRenderTarget(null); // compute a temporary transformation matrix containing // the combined world and projection transfromation Matrix WorldViewProjection ...


4

What shapes are you using? If your shapes are convex (like circles, squares, rounded rectangles), you can just draw versions of different size and clip them to a triangle whose diagonal goes from upper right to lower left. I.e., zoomed in, light-to-dark: and dark-to-light: Then clip that: And then combine the two bezels: and finally draw the original ...


4

SDL is a cross-platform library, so as long as your code is cross-platform(i.e. no OS specific calls, use '/' in directories instead of '\', etc.), yes you should be able to copy and paste without too many issues. If you end up using a different compiler, it might be more or less lenient about certain things, but they are probably minor.


4

I don't care to recall the number of games I've had to start over after a backup/restore or similar thing because I moved all my important files from my documents, but totally forgot about user application data such as save files because it's often in with the program files or other weird places (like in a hidden folder such as appdata). Personally for ...


4

81.76% of worldwide computers run Windows 13.49% of worldwide computers run macOS 1.68% of worldwide computers run Linux 3.07% - Other/ChromeOS Take a guess why developers prefer Windows and Mac over other operating systems... Even if Linux was some super OS with magic powers it still doesn't help that less than 2% of the population uses it. ...


4

It depends GLFW is just a wrapper around the Windows API calls, so whether you create a window using GLFW or create one using the API, the same calls are ultimately being made. However, a wrapper such as GLFW can be expected to be robust, to do error-checking, to select optimal formats, and so on, which you may not do if you just wrote the code yourself. ...


3

You can just check if the width of the screen is less than the height - if this is the case, then you definitely have a monitor in portrait mode.


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