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<?xml-stylesheet type="text/xsl" href="http://blogs.msdn.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx</link><description>The most common topic on my blog returns again. This time it will be brief as all I'm going to to do now is show you the render loop the June'05 SDK will be using. A coworker in another group came up with this markedly simple, yet deceptively effective</description><dc:language>en-US</dc:language><generator>CommunityServer 2.1 SP1 (Build: 61025.2)</generator><item><title>Game Loops, Game Physics, and Star Wars spoilers!</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#415051</link><pubDate>Thu, 05 May 2005 22:13:47 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:415051</guid><dc:creator>dwellerville</dc:creator><description>Tom Miller finally states the last word on the subject of game loops in Managed DirectX code.&amp;amp;amp;nbsp; Now...</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#415154</link><pubDate>Fri, 06 May 2005 20:58:16 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:415154</guid><dc:creator>Richard</dc:creator><description>So Tom how does this way of looping compare (fps and memory wise) to the way Rick Hoskinson recently started discussing on his blog.  &lt;a rel="nofollow" target="_new" href="http://blogs.msdn.com/rickhos/archive/2005/04/04/405327.aspx"&gt;http://blogs.msdn.com/rickhos/archive/2005/04/04/405327.aspx&lt;/a&gt;&lt;br&gt;&lt;br&gt;-Richard&lt;br&gt;Richard.Parsons (at) gmail.com</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#415239</link><pubDate>Sat, 07 May 2005 01:08:06 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:415239</guid><dc:creator>wtf</dc:creator><description>Why on earth is this page using SSL?</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#415446</link><pubDate>Sun, 08 May 2005 03:02:29 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:415446</guid><dc:creator>Judah Himango</dc:creator><description>Tom, in your Message struct, what is WindowMessage? Would that be System.Windows.Forms.Message?</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#415494</link><pubDate>Sun, 08 May 2005 14:45:47 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:415494</guid><dc:creator>Seb Nemeth</dc:creator><description>How does this stand up to supporting rendering to Controls and not just a Form, I wonder..?</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#415612</link><pubDate>Mon, 09 May 2005 07:06:20 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:415612</guid><dc:creator>Zman</dc:creator><description>Added link to 'the saga of the MDX render loop' &lt;a rel="nofollow" target="_new" href="http://www.thezbuffer.com/articles/185.aspx"&gt;http://www.thezbuffer.com/articles/185.aspx&lt;/a&gt;</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#415628</link><pubDate>Mon, 09 May 2005 09:21:48 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:415628</guid><dc:creator>Turon</dc:creator><description>Hi Tom,&lt;br&gt;&lt;br&gt;Can't help but notice that your new approach, if i'm not mistaken, is quite similar how GLUT handles the rendering. In GLUT, you need to hook up a callback to the idle event for rendering. Your latest approach is the cleanest so far. KUDOS Tom!&lt;br&gt;&lt;br&gt;BTW, I have your book &amp;quot;Beginning 3D Game Programming&amp;quot; and it ROCKS!&lt;br&gt;&lt;br&gt;PS: Sorry about the OpenGL / GLUT post. Since I moved to using C#, I'm now a Managed DirectX fan :P</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#415635</link><pubDate>Mon, 09 May 2005 09:56:12 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:415635</guid><dc:creator>Bob the slob</dc:creator><description>This is bloody brilliant, why didn't I think of this?  I have perhaps the most complicated render loop in the history of the universe right now (mind you, it handles switching between windowed/fullscreen, task switching, res changes flawlessly).</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#415684</link><pubDate>Mon, 09 May 2005 12:30:28 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:415684</guid><dc:creator>Petey</dc:creator><description>    public WindowMessage msg;&lt;br&gt;&lt;br&gt;Where does &amp;quot;WindowMessage&amp;quot; come from? I can't seem to find it in any of the namespaces!</description></item><item><title>Awesome, but threads are better</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#415749</link><pubDate>Mon, 09 May 2005 18:58:54 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:415749</guid><dc:creator>Sivan Segev</dc:creator><description>I've been tracking the posts regarding render loops, but early on I moved the scene preperation and rendering into a seperate thread. The thread renders to a window or a full screen, at synchronized frame rate or at maximum, with varying &amp;quot;sleep&amp;quot; times. This has worked much better than all proposed &amp;quot;main thread&amp;quot; render loop proposals so far.</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#416944</link><pubDate>Thu, 12 May 2005 21:49:16 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:416944</guid><dc:creator>sapropel</dc:creator><description>&lt;br&gt;i was going to try it out, but where did you get that WindowMessage enum/struct/class/whatever from? the one inside the Message struct declaration.&lt;br&gt;&lt;br&gt;thanks []</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#417028</link><pubDate>Fri, 13 May 2005 02:57:47 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:417028</guid><dc:creator>sapropel</dc:creator><description>&lt;br&gt;also, why the use of SuppressUnmanagedCodeSecurity? theres no need for that (i think).&lt;br&gt;&lt;br&gt;and where is that CharSet.Auto from? the only one i know is CharacterSet, and it has no .Auto&lt;br&gt;&lt;br&gt;also, could you post a complete working example please? something really simple like device.Clear(...); device.Present();&lt;br&gt;&lt;br&gt;i managed to compile it by removing the CharSet=CharSet.Auto and chaging the public WindowMessage msg; Message struct member to public int msg; (since i dont know where that WindowMessage is), but i dont know if it is as good as yours.&lt;br&gt;&lt;br&gt;again thanks :)</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#418058</link><pubDate>Mon, 16 May 2005 21:32:36 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:418058</guid><dc:creator>Deezer</dc:creator><description>Is there anywhere a newbie can go to view VB.NET solutions to the issues that started this issue applies to VB.NET Managed DirectX  coding too?&lt;br&gt;&lt;br&gt;Everything about Managed DirectX samples and blog chats is infuriatingly C# centric. Am I simply choosing the wrong language if I wish to learn to use Managed DirectX? The utter lack of VB.NET samples even in the DirectX SDK itself, not to mention no talk of how this render loop issue here is implemented in VB.NET, suggests VB.NET is indeed a poor language choice.&lt;br&gt;&lt;br&gt;Any pointers to a good VB site covering this issue would be very welcome.</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#418374</link><pubDate>Tue, 17 May 2005 05:23:45 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:418374</guid><dc:creator>Mort</dc:creator><description>I hate to sound stupid but what #using' do you need with that.&lt;br&gt;&lt;br&gt;I copied the code in to a blank project and I get compile errors.&lt;br&gt;&lt;br&gt;Thanks&lt;br&gt;&lt;br&gt;Mort.</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#421013</link><pubDate>Mon, 23 May 2005 14:59:04 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:421013</guid><dc:creator>T-T</dc:creator><description>Wassup with all that C# Code? &lt;br&gt;Forgot about vb have we?</description></item><item><title>it has been there for ages</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#422080</link><pubDate>Thu, 26 May 2005 16:21:16 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:422080</guid><dc:creator>akshay</dc:creator><description>The PeekMessage loop has been in use for ages by game programmers who code in unmanaged DirectX and even OpenGL. What surprises me is that it took such a long before someone was able to figure it out for managed dx!</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#423237</link><pubDate>Mon, 30 May 2005 19:45:57 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:423237</guid><dc:creator>Anonymous</dc:creator><description>I put the using directive System.Runtime.InteropServices and that solved all of the errors except for one that says:&lt;br&gt;&lt;br&gt;The type or namespace name 'WindowMessage' could not be found (are you missing a using directive or an assembly reference?)&lt;br&gt;&lt;br&gt;I've looked in the MSDN and all over the web, and I cannot find the namespace it is in. Thank you for your help.&lt;br&gt;</description></item><item><title>I guess this works, yet ...</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#423733</link><pubDate>Wed, 01 Jun 2005 09:47:21 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:423733</guid><dc:creator>mimfeld</dc:creator><description>I can only guess this works - since I cannot get it to run. Reason for this being that I - as an average programmer - simply have no idea what namespaces / references to include. &lt;br&gt;&lt;br&gt;What type is WindowMessage? IntPtr? (I tried looking for WindowMessage in MSDN to no avail).&lt;br&gt;&lt;br&gt;System.Drawing.NativeMethods seems to be an internal class. Consequently I get compilation errors when trying to compile the code. What am I missing?&lt;br&gt;&lt;br&gt;Might be I am the only one that plays around with MDX without a complete understanding and knowledge of the .net framework, at least to my very limited mind a complete code sample would be extremely helpful.&lt;br&gt;&lt;br&gt;Don't get me wrong, I am not critizing here. It's just that I have very limited ressources (both time and brain ;) )</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#424712</link><pubDate>Fri, 03 Jun 2005 09:47:15 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:424712</guid><dc:creator>Akshay</dc:creator><description>I have made a sample framework app using the loop you have suggested here. It does work better than the original SDK loop. It is located &amp;lt;a href=&amp;quot;&lt;a rel="nofollow" target="_new" href="http://photongl.blogspot.com&amp;quot;&amp;gt;here&amp;lt;/a&amp;gt;"&gt;http://photongl.blogspot.com&amp;quot;&amp;gt;here&amp;lt;/a&amp;gt;&lt;/a&gt;.</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#425256</link><pubDate>Sat, 04 Jun 2005 23:44:30 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:425256</guid><dc:creator>John</dc:creator><description>I'm wondering how much of a performance difference will be if I take out the AppStillIdle while loop and just call the update and render methods within OnApplicationIdle.&lt;br&gt;&lt;br&gt;Tom, do you have any figures on this?</description></item><item><title>Trouble finding WindowMessage struct</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#426967</link><pubDate>Wed, 08 Jun 2005 22:58:38 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:426967</guid><dc:creator>ChrSmith</dc:creator><description>That looks great.  I am new to DirectX, but I remember back when doing OpenGL that the main render loop was the most difficult part- especially trying to balance always redrawing without overworking the CPU.&lt;br&gt;&lt;br&gt;Could you provide the source for the C# version of the WindowMessage struct as well?  I am having difficulty getting this to compile since I assume that structure is defined else where in your code.  (Is it defined somewhere in the managed source for the April MDX SDK update?)&lt;br&gt;&lt;br&gt;Thanks,&lt;br&gt;-Chris</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#428292</link><pubDate>Sat, 11 Jun 2005 21:50:32 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:428292</guid><dc:creator>HopeDagger</dc:creator><description>Simply put: Yuck. That's not simple nor elegant. :/</description></item><item><title>re: My last post on render loops (hopefully)..</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#431452</link><pubDate>Wed, 22 Jun 2005 10:49:17 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:431452</guid><dc:creator>Exabyte256</dc:creator><description>Hrm. The Message struct is already defined by the .NET libraries as:&lt;br&gt;&lt;br&gt;System.Windows.Forms.Message</description></item><item><title>New Client Code!</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#527617</link><pubDate>Wed, 08 Feb 2006 18:59:54 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:527617</guid><dc:creator>corporate samurai</dc:creator><description>I have checked in a new initial version of the Client UI which is based on the OnApplicationIdle style...</description></item><item><title>Stynet &amp;raquo; Remember to Backup Your Work</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#588687</link><pubDate>Wed, 03 May 2006 00:51:04 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:588687</guid><dc:creator>Stynet » Remember to Backup Your Work</dc:creator><description>PingBack from &lt;a rel="nofollow" target="_new" href="http://www.stynet.co.uk/blog/archives/31"&gt;http://www.stynet.co.uk/blog/archives/31&lt;/a&gt;</description></item><item><title>The instruction limit &amp;raquo; Displayable Profiler</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#1173691</link><pubDate>Thu, 30 Nov 2006 00:33:15 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:1173691</guid><dc:creator>The instruction limit » Displayable Profiler</dc:creator><description>&lt;p&gt;PingBack from &lt;a rel="nofollow" target="_new" href="http://www.zaknafein.hjcrusaders.com/?p=15"&gt;http://www.zaknafein.hjcrusaders.com/?p=15&lt;/a&gt;&lt;/p&gt;
</description></item><item><title>The instruction limit &amp;raquo; Samples Rewriting</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#1173723</link><pubDate>Thu, 30 Nov 2006 00:49:37 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:1173723</guid><dc:creator>The instruction limit » Samples Rewriting</dc:creator><description>&lt;p&gt;PingBack from &lt;a rel="nofollow" target="_new" href="http://www.zaknafein.hjcrusaders.com/?p=14"&gt;http://www.zaknafein.hjcrusaders.com/?p=14&lt;/a&gt;&lt;/p&gt;
</description></item><item><title> Tom Miller s Blog My last post on render loops hopefully | Paid Surveys</title><link>http://blogs.msdn.com/tmiller/archive/2005/05/05/415008.aspx#9657491</link><pubDate>Fri, 29 May 2009 23:33:30 GMT</pubDate><guid isPermaLink="false">91d46819-8472-40ad-a661-2c78acb4018c:9657491</guid><dc:creator> Tom Miller s Blog My last post on render loops hopefully | Paid Surveys</dc:creator><description>&lt;p&gt;PingBack from &lt;a rel="nofollow" target="_new" href="http://paidsurveyshub.info/story.php?title=tom-miller-s-blog-my-last-post-on-render-loops-hopefully"&gt;http://paidsurveyshub.info/story.php?title=tom-miller-s-blog-my-last-post-on-render-loops-hopefully&lt;/a&gt;&lt;/p&gt;
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