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  • Re: Can't Get NProf to Work with XNA

    [quote user="fr3shme4t"]Both have the problem of only giving you runtime percentages instead of actual time spent in methods.[/quote]As far as I know, there is no possible way a sampling mode profiler can provide reasonable timing information. (JetBrains provides timings, but they're total bs.) Early next year, SlimTune will enable ...
    Posted to General (Forum) by Promit on 11/10/2009
  • Re: Can't Get NProf to Work with XNA

    Well, I've been working on this thing and people seem to like it: SlimTune Profiler So if you could let me know how it works out for you, that would be great!
    Posted to General (Forum) by Promit on 11/4/2009
  • Re: Windows API Code Pack and the future of XNA?

    [quote user="mfc"] From the samples and playing with the code pack I think it's got what's needed to create a decent utility. The samples are fast and are reliable. [/quote]Hey, then go for it. Programming's about using the right tool for the job, not the oldest or newest or best or most supported or ...
    Posted to General (Forum) by Promit on 8/29/2009
  • Re: Vector2 direction to angles and vice versa

    It's correct, although you should probably use Atan2.
    Posted to Game Algorithms (Forum) by Promit on 7/8/2009
  • Re: SLI and XNA

    No, that's not correct. Without the NVIDIA SDK, you can't control SLI. The user will have the option to enable and configure it for your app from the driver control panel, and you will transparently benefit from it.
    Posted to XNA Framework (Forum) by Promit on 6/30/2009
  • Re: Starting a game dev blog - what to use?

    I've been using Wordpress for my blog and it's worked out very well. About the only problem I've noticed is the spam filter is actually slightly too aggressive.
    Posted to General (Forum) by Promit on 6/30/2009
  • Re: C# and DirectX 11

    I also just noticed that the code pack as written only supports export interop, and not import interop. That is, you can get the internal pointer of a D3D11 object in the code pack to provide to something else, but you can't create a code pack object from an external pointer. (Yes, I made these terms up.) I don't think that this is an ...
    Posted to Direct 3D 11 (Forum) by Promit on 6/30/2009
  • Re: DX11 only for C#?

    SlimDX does in fact have true support for DX 11, as detailed in this blog post. It is NOT yet part of a release; we are expecting that it will be available as a beta in a July 09 release. I wrote a post detailing some of the problems I have with how the code pack is written. Yes it's a Microsoft effort, but there's a long ways to go...
    Posted to Direct 3D 11 (Forum) by Promit on 6/30/2009
  • Re: C# and DirectX 11

    I'm the lead author on SlimDX, and I was surprised by how many severe flaws the code pack seems to have. Keep in mind I am a biased source, but I've been doing this for a lot of years now and I'd like to think that I'm something resembling an authority on the matter. It's possible that I am wrong about what I'm about to say ...
    Posted to Direct 3D 11 (Forum) by Promit on 6/30/2009
  • Re: How old are you, and when did you begin programming?

    I'm 22 now. Started coding for real in early 2001 -- I guess I would've been 13 at the time. VB6 first, C++ shortly afterwards. Picked up a lot more on the way...
    Posted to General (Forum) by Promit on 4/8/2009
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