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Features? Whidbey? Oh My!!

Features? Whidbey? Oh My!!

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Well, as I'm sure most of you are already aware, the Whidbey beta has been out for a while now, and hopefully some of you have gotten a chance to play with it.  Assuming you have, what features are you seeing that you absolutely love?  What features do you now find 'missing' when looking at the Managed DirectX libraries?

In short, now would be the perfect time to suggest features on things you might like to see in a "Whidbey" specific version of Managed DirectX.

( And yes, I'm aware of the loader lock problem using the current MDX assemblies with Whidbey.. So ignore that one.. :D )

Edit: Comments seem to be broken.. I'm trying to fix it.. Let me know if it works..

  • Hi,

    I really like the new Intellisense. I don't like that new tabs show up on the right, it just feels wrong and is disorientating.

    For MDX I'd like to see project templates if possible. Ones that build common shells for you. With a choice of the base game loop you'd like to implement. Templates for 3D, top-down, side-scrollers, and mobile would be awesome.

    A template for delivering these through a browser would be great too! That is the delivery mechanism I'm currently working on for a few new projects. Even if it was something simple that only elegantly checked for .Net 2.0 existance and returned the DX version would be a good start.

    Keep up the good work! Ken.
  • I'd like to ignore the loader lock, but it makes developing MDX apps rather annoying, but I assume you guys are working on that :).
  • Last I tried out the AudioVideoPlayback API, there were lots of bugs, pretty much rendering it quite useless (see <a href="http://www.thecodeproject.com/cs/media/DirectX9_media_playback.asp">this CodeProject article).

    This is unforuntate because it's one of the first places .NET devs look when trying to do media playback.

    So firstly, if AudioVideoPlayback is still in an unfinished state, get it working 100%. That is my #1 request.

    As far as features go, why not keep improving performance; surely with generics you can do some big optimizations. For example, I believe it was the billboard sample in the SDK that was many times slower than its unmanaged counterpart; this was due to boxing/unboxing during an IComparable's Compare() call; using the generic IComparable would eliminate the boxing and unboxing in this scenario. I think it'd be a safe bet to say that a large majority of the people using Managed DirectX have performance as a high priority. Can't go wrong on that one.

  • 64 bit support will be greatly appreciated!
  • i would like to see the native c++ managed direct3d libraries working, i keep getting cant find header, that type of error, and i put in everything it wants. or maybe its me.
  • I think comments are fixed Tom.

    More managed samples in the SDK would be nice!
  • 64bit support will be nice.
  • Hi,

    My comment got lost. I'm rooting for templates. 3D, top-down, side-scroller, and mobile templates. When you create the template it would be cool to have a list of game loops to choose from. Also a template to deliver the game through a browser would be cool. Something that elegantly checks for the existence of .Net 2.0 and also returns what version of DX the user has would be enough.

    Also tell the team to turn tab-scrolling back on so that we have the choice to have new tabs open to the right of everything else. I've been digging into the VS.Net IDE to make this happen but havn't had a lot of luck. You guys have totally disabled this and I can't figure out how to override it. You've totally stumped me but I think you can do it rather quickly. Ken.
  • Anything to make animation blending / multiple animations simpler. I finally figured this out after about a week of sifting through C# and C++ code on the Web and in books. I mostly had to look at unmanaged code for hints, though.

    Also, the documentation still has an unfinished feel to it. When is the "pre-release documentation" notice going away?

    Overall, I'm very happy with Managed DX.
  • Hello and tanks for the great programing of Mdx
    in the next version of mdx
    Add support for parsing Bvh(Beovision Motion Capture) files
    and then you onlye have to load your (head.x,arm.x,leag.x .. ect.)
    it wood make the life easy that 3dsmax,maya allmost all other programes support export of bvh file.

    Michael Hansen
  • Samples, templates and documentation. The need for proper documentation and more real-world samples is huge. As it is right now, you have to either have been a DirectX developer in the past, or try sifting through newsgroups and unmanaged code for days to figure out how to do whatever it is you're trying to do.

    I'm still trying to figure out how to do some rudimentary post-processing at 24+ fps _without_ using pixel shaders...
  • I want to use (for example) Microsoft.Direct3D.Manager.Adapters to return the D3D adapters on this system ... Because I'm lazy I'd like to load the results into a ComboBox that lets me choose which adapter to use ...

    The problem is that Microsoft.Direct3D.AdapterInformations' ToString() returns the namespace, not something usefull like the Description of the Adapter. Even worse, because its sealed I can't do a simple override, I have to write a wrapping class that exposes the AdapterInfomation.Information.Description as the ToString()

    Basically, can we have some sanity in these helper classes to do things like this, without having to write wrappers and so-on ?
  • Supports of generics.
    And a working version of AudioVideoPlayback to render a video on a texture...... :)
  • Easier resource management. Less code to load, texture, and animated meshes.

    :-)
  • 1. An MDX Toolbox with standard (UI elements) and advanced controls, code snippets such as:
    - lights (omni/spot)
    - cameras
    - skybox

    2. SDK Samples

    3. More Documentation. A "NOT TO DO LIST" concerning perf issues.

    4. Shader Tool as part of IDE

    5. THE FINAL version of the game loop ;)

    6. Ideally (most probably impossible), MDX's own GUI kinda like 3DSMAX where u add lights, cameras, objects and then assign actions to them... yeah right :)
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