Re: Questions about C#

2021-02-22 Thread AudioGames . net Forum — Developers room : BoundTo via Audiogames-reflector


  


Re: Questions about C#

@28Thank you for the feedback, and I appreciate you sharing your experiences with MonoGame. There are a lot of things that are still new to me, so all information is appreciated no matter how trivial it seems. The explanation about the dlls was very helpful, and I'll try my hand at the config.

URL: https://forum.audiogames.net/post/617394/#p617394




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Re: Questions about C#

2021-02-21 Thread AudioGames . net Forum — Developers room : Ian Reed via Audiogames-reflector


  


Re: Questions about C#

@BoundTo:The easiest thing is to put all the Tolk dlls in the same folder as your .exe file.If you don't like doing that, you can create a config file that sits by your .exe file and tells the .exe file where to find dlls.It must be named with the exact name of the .exe, with an extra .config extension on the end.So MyProgram.exe would get a MyProgram.exe.config file.That file would contain something like the following:                                    That tells it to look in the lib and lib\Tolk folders for dlls.This makes it so the Tolk.net.dll and the tolk.dll can be placed in the lib or lib/Tolk folders.Unfortunately the other dlls still have to be in your main .exe folder, unless you modify Tolk and rebuild it.What happens is that your main program is running in the .NET framework, so it reads that config file and finds tolk.net.dll in the lib/tolk folder.Then tolk.net.dll is also running in the .NET framework so it uses the same configuration to find the native tolk.dll in the lib/tolk folder.Then the native tolk.dll tries to find nvdaControllerClient32.dll and others, but since it is native, it doesn't know/care about that .NET config file, so it looks in the current working directory, which is usually the same folder as your .exe file.So to recap, though there are ways to get around it, it is just much easier to put all the dlls you need in the same folder as the .exe file.Just FYI, I personally use Windows Forms to create the basic window and capture keyboard and mouse input, but I do not use all the windows forms controls when making games.I usually just output through tolk for games.I also use my own UI library that wraps UIAutomation and relies on some basics from windows forms, but that is more for general applications that need good textbox support and such, not for games.You could certainly use normal windows forms controls if you were going to make a general application, or if you need a textbox for brief periods in your game.You can use XInput and DirectInput wrappers to get gamepad support.You can use a windows forms timer to implement an onTick/update method that runs many times a second.It cannot run as often or as accurately as a separate thread, but it should be plenty for audio games, and it runs on the same thread as all your windows forms logic, which lets you avoid cross thread issues.I noticed a couple unfortunate  things when using MonoGame in the past.One was that if you alt tabbed away from the window and left it for a little while, the MonoGame window would start to consume all of one CPU. I'm not sure why, and perhaps it has been fixed in a more recent version.The other was that MonoGame will crash on startup if someone is using an unsupported video card driver, even if you are just displaying a blank window.If you are only building audio games, it is unfortunate to have some blind players excluded from playing due to a video driver or video card issue, since it seems pretty unrelated.I haven't had those problems with windows forms, which is one reason I still use it.I haven't tried SDL and other game libraries, so they may work well. I'm not trying to sway your decision of which libraries/frameworks to use, just trying to share some of my own personal experience for what it is worth.Hope some of this is helpful.Edit:If you use windows forms, you should use this line in your form constructor:this.KeyPreview = true;It makes it so your form will get to see key events before other controls. Otherwise other controls can intercept and mark them as handled so the form never sees them.

URL: https://forum.audiogames.net/post/617368/#p617368




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Re: Questions about C#

2021-02-21 Thread AudioGames . net Forum — Developers room : Ian Reed via Audiogames-reflector


  


Re: Questions about C#

@BoundTo:The easiest thing is to put all the Tolk dlls in the same folder as your .exe file.If you don't like doing that, you can create a config file that sits by your .exe file and tells the .exe file where to find dlls.It must be named with the exact name of the .exe, with an extra .config extension on the end.So MyProgram.exe would get a MyProgram.exe.config file.That file would contain something like the following:                                    That tells it to look in the lib and lib\Tolk folders for dlls.This makes it so the Tolk.net.dll and the tolk.dll can be placed in the lib or lib/Tolk folders.Unfortunately the other dlls still have to be in your main .exe folder, unless you modify Tolk and rebuild it.What happens is that your main program is running in the .NET framework, so it reads that config file and finds tolk.net.dll in the lib/tolk folder.Then tolk.net.dll is also running in the .NET framework so it uses the same configuration to find the native tolk.dll in the lib/tolk folder.Then the native tolk.dll tries to find nvdaControllerClient32.dll and others, but since it is native, it doesn't know/care about that .NET config file, so it looks in the current working directory, which is usually the same folder as your .exe file.So to recap, though there are ways to get around it, it is just much easier to put all the dlls you need in the same folder as the .exe file.Just FYI, I personally use Windows Forms to create the basic window and capture keyboard and mouse input, but I do not use all the windows forms controls when making games.I usually just output through tolk for games.I also use my own UI library that wraps UIAutomation and relies on some basics from windows forms, but that is more for general applications that need good textbox support and such, not for games.You could certainly use normal windows forms controls if you were going to make a general application, or if you need a textbox for brief periods in your game.You can use XInput and DirectInput wrappers to get gamepad support.You can use a windows forms timer to implement an onTick/update method that runs many times a second.It cannot run as often or as accurately as a separate thread, but it should be plenty for audio games, and it runs on the same thread as all your windows forms logic, which lets you avoid cross thread issues.I noticed a couple unfortunate  things when using MonoGame in the past.One was that if you alt tabbed away from the window and left it for a little while, the MonoGame window would start to consume all of one CPU. I'm not sure why, and perhaps it has been fixed in a more recent version.The other was that MonoGame will crash on startup if someone is using an unsupported video card driver, even if you are just displaying a blank window.If you are only building audio games, it is unfortunate to have some blind players excluded from playing due to a video driver or video card issue, since it seems pretty unrelated.I haven't had those problems with windows forms, which is one reason I still use it.I haven't tried SDL and other game libraries, so they may work well. I'm not trying to sway your decision of which libraries/frameworks to use, just trying to share some of my own personal experience for what it is worth.Hope some of this is helpful.

URL: https://forum.audiogames.net/post/617368/#p617368




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Re: Questions about C#

2021-02-21 Thread AudioGames . net Forum — Developers room : BoundTo via Audiogames-reflector


  


Re: Questions about C#

So, I figured out how to get Tolk to actually work in my project, but not entirely. TolkDotNet.dll relies on Tolk.dll itself (if I understand what's actually happening(, but no matter where I put Tolk.dll in relation to TolkDotNet.dll, I always get an "Unable to load DLL" exception. I'm assuming I need to find a way to tell Visual Studio where to Find Tolk.dll, but I don't know how to do so. The only thing I got to work right now is putting Tolk.dll somewhere in my path, but that's not going to be an option when I'm distributing a release. Can anyone put me out of my misery?

URL: https://forum.audiogames.net/post/617356/#p617356




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Re: Questions about C#

2021-02-16 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Questions about C#

@25, yeah, that's pretty common among all GUI libraries that aren't immediate-mode ones. They all send and receive events to ensure that your program isn't gobbling up all the CPU.

URL: https://forum.audiogames.net/post/616218/#p616218




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Re: Questions about C#

2021-02-16 Thread AudioGames . net Forum — Developers room : haily_merry via Audiogames-reflector


  


Re: Questions about C#

Yeah, that's pretty much the conclusion I'd already come to, was just curious if I had perhaps missed something obvious. I've worked with libraries such as pygame, tolk, etc in python before so I'm not all together unfamiliar with the process, I just wasn't quite sure how much of that was specific to python itself. Thank you.

URL: https://forum.audiogames.net/post/616217/#p616217




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Re: Questions about C#

2021-02-16 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Questions about C#

@23, I didn't say that. You can use a GUI library for games; Entombed does it perfectly fine and it does work. Its just not the best way because a non-immediate-mode GUI library wasn't intended for games. But you can certainly use them that way. Its just really, really hard to do and certainly not something I'd recommend. As you said, if your making a game, prefer SFML/SDL2/GLFW over a GUI library. I mean, you can use a GUI library to do it but... Then you're pretty much gonna fight the GUI the whole way.

URL: https://forum.audiogames.net/post/616174/#p616174




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Re: Questions about C#

2021-02-16 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Questions about C#

@23, I didn't say that. You can use a GUI library for games; Entombed does it perfectly fine and it does work. Its just not the best way because a non-immediate-mode GUI library wasn't intended for games. But you can certainly use them that way. Its just really, really hard to do and certainly not something I'd recommend. As you said, if your making a game, prefer SFML/SDL2/GLFW over a GUI library.

URL: https://forum.audiogames.net/post/616174/#p616174




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Re: Questions about C#

2021-02-16 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Questions about C#

@23, I didn't say that. You can use a GUI library for games; Entombed does it perfectly fine and it does work. Its just not the best way because a non-immediate-mode GUI library wasn't intended for games. But you can certainly use them that way.

URL: https://forum.audiogames.net/post/616174/#p616174




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Re: Questions about C#

2021-02-16 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Questions about C#

@21, your thinking in a more BGT-ish way of doing things. You need to get out of that mindset -- its not going to help you here.Windows forms (and every other kind of UI library) rely on events to convey information to you. There is no central "key_pressed" function because that's not how a UI actually works. Even game frameworks like SDL2 and SFML do not function this way. I've no doubt that its safe to say that BGT has taught you the entirely wrong way of doing things. Which is why I keep emphasizing that we need to get rid of duplicating BGT idioms in other languages -- it breaks the underlying model of game design. A game fundamentally works off of events, not off of you constantly polling the system. Same for UIs and pretty much everything else. Asynchronous programming -- which is what this is -- is far better than endlessly polling the system for information. SDL2 and such may handle this asynchronous stuff for you so you can poll them as usual, but underneath this is what they're doing. In Winforms and such, though, you don't have SDL2/SFML to make your life all easy-peacy. And you shouldn't have them. Winforms and such is how GUI design works.To handle keyboard events in windows forms, create a function to handle all keyboard events:private void Form_KeyDown(Object sender, KeyEventArgs e) {
// Handle key down events here
switch (e.KeyCode) {
case Keys.A:
// Handle...
break;
// ...
}
}You will also want to define keyboard events for key presses (the KeyPress event), key releases (the KeyUp event) and, optionally, the PreviewKeyDown/PreviewKeyUp events.

URL: https://forum.audiogames.net/post/616172/#p616172




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Re: Questions about C#

2021-02-16 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Questions about C#

@21, your thinking in a more BGT-ish way of doing things. You need to get out of that mindset -- its not going to help you here.Windows forms (and every other kind of UI library) rely on events to convey information to you. There is no central "key_pressed" function because that's not how a UI actually works. Even game frameworks like SDL2 and SFML do not function this way. I've no doubt that its safe to say that BGT has taught you the entirely wrong way of doing things. Which is why I keep emphasizing that we need to get rid of duplicating BGT idioms in other languages -- it breaks the underlying model of game design. A game fundamentally works off of events, not off of you constantly polling the system. Same for UIs and pretty much everything else. Asynchronous programming -- which is what this is -- is far better than endlessly polling the system for information. SDL2 and such may handle this asynchronous stuff for you so you can poll them as usual, but underneath this is what they're doing. In Winforms and such, though, you don't have SDL2/SFML to make your life all easy-peacy. And you shouldn't have them. Winforms and such is how GUI design works.To handle keyboard events in windows forms, create a function to handle all keyboard events:private void Form_KeyDown(Object sender, KeyEventArgs e) {
// Handle key down events here
switch (e.KeyCode) {
case Keys.A:
// Handle...
break;
// ...
}
}You will also want to define keyboard events for key presses (the KeyPress event), key releases (the KeyUp event) and, optionally, the KeyUp event.

URL: https://forum.audiogames.net/post/616172/#p616172




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Re: Questions about C#

2021-02-16 Thread AudioGames . net Forum — Developers room : Nuno via Audiogames-reflector


  


Re: Questions about C#

Yes, if you write a game you should use a library for a game. Do not use a full-fledged GUI for a game. Use OpenTK or SFML or monogame. If you want a Winforms example anyway wait a while, I will provide it

URL: https://forum.audiogames.net/post/616173/#p616173




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Re: Questions about C#

2021-02-16 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Questions about C#

@21, your thinking in a more BGT-ish way of doing things. You need to get out of that mindset -- its not going to help you here.Windows forms (and every other kind of UI library) rely on events to convey information to you. There is no central "key_pressed" function because that's not how a UI actually works. Even game frameworks like SDL2 and SFML do not function this way. I've no doubt that its safe to say that BGT has taught you the entirely wrong way of doing things.To handle keyboard events in windows forms, create a function to handle all keyboard events:private void Form_KeyDown(Object sender, KeyEventArgs e) {
// Handle key down events here
switch (e.KeyCode) {
case Keys.A:
// Handle...
break;
// ...
}
}You will also want to define keyboard events for key presses (the KeyPress event), key releases (the KeyUp event) and, optionally, the KeyUp event.

URL: https://forum.audiogames.net/post/616172/#p616172




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Re: Questions about C#

2021-02-16 Thread AudioGames . net Forum — Developers room : haily_merry via Audiogames-reflector


  


Re: Questions about C#

Hello,So, regarding keyboard input, I'm extremely confused. I've looked at the winforms docs for the different keyboard events, but I can't find any examples for, you know, actually checking for a specific event from a specific key. E.G, if(key_pressed(KEY_SPACE)) //do something. Obviously that example was BGT, but I think you get the idea. Should I perhaps be using monogame instead?

URL: https://forum.audiogames.net/post/616168/#p616168




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Re: Questions about C#

2021-02-16 Thread AudioGames . net Forum — Developers room : Nuno via Audiogames-reflector


  


Re: Questions about C#

TOLK is kinda broken. I update my SharpSpeech wrapper for UniversalSpeech to support .NET5.

URL: https://forum.audiogames.net/post/616029/#p616029




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Re: Questions about C#

2021-02-15 Thread AudioGames . net Forum — Developers room : Turret via Audiogames-reflector


  


Re: Questions about C#

Yuh, you want the reference to TolkDotNet.dll, not Tolk.dll. 

URL: https://forum.audiogames.net/post/615999/#p615999




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Re: Questions about C#

2021-02-15 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Questions about C#

It should be in your bin directory. You don't add the C DLL to the repository but you build the .NET DLL and then you add that reference.

URL: https://forum.audiogames.net/post/615982/#p615982




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Re: Questions about C#

2021-02-15 Thread AudioGames . net Forum — Developers room : BoundTo via Audiogames-reflector


  


Re: Questions about C#

Is there something I'm missing when it comes to adding a reference to Tolk.dll in visual studio? Every time I seem to try, I get an error telling me that the reference is invalid/unsupported. Is the dll supposed to be somewhere specific inside of my project irectory? Is it not supposed to be inside the directory at all?

URL: https://forum.audiogames.net/post/615969/#p615969




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Re: Questions about C#

2021-02-15 Thread AudioGames . net Forum — Developers room : BoundTo via Audiogames-reflector


  


Re: Questions about C#

Sorry for the double post, but does anyone know where I'm supposed to find the dll for Tolk? It doesn't appear to be in the repo. (The repo mentions a dll specific for dotnet that doesn't seem to exist either)

URL: https://forum.audiogames.net/post/615832/#p615832




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Re: Questions about C#

2021-02-14 Thread AudioGames . net Forum — Developers room : BoundTo via Audiogames-reflector


  


Re: Questions about C#

@14Agreed. As someone who has spent a great amount of time branching away from BGt, so much of what I've learned has been about how things are actually done. I think it would be a lot more beneficial to stop bringing BGT habits into other languages and just learn the libraries as they are recommended to be used. (Not directed at anyone specific, just what I've learned and what has helped)

URL: https://forum.audiogames.net/post/615688/#p615688




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Re: Questions about C#

2021-02-14 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Questions about C#

I'm kinda confused on why we want sound pools and BGT idioms in every new programming language we adopt. Just learn how to use the libraries like everyone else. I hate to be a dick about it but this seems ridiculous. Okay, your used to it, but its ridiculous how BGT still affects us even now despite the fact that its been obsoleted for years. If you want to learn how to use FMOD/Bass/Synthizer/Wwise, learn how to use the audio libraries and use them directly. There's no need to severely abstract them away. At most, do a thin abstraction so that you have a place to store all your loaded assets, but other than that expose the raw API you'd normally work with.

URL: https://forum.audiogames.net/post/615685/#p615685




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Re: Questions about C#

2021-02-14 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Questions about C#

I'm kinda confused on why we want sound pools and BGT idioms in every new programming language we adopt. Just learn how to use the libraries like everyone else. I hate to be a dick about it but this seems ridiculous. Okay, your used to it, but its ridiculous how BGT still affects us even now despite the fact that its been obsoleted for years. If you want to learn how to use FMOD/Bass/Synthizer/Wwise, learn how to use the audio bindings and use them directly. There's no need to severely abstract them away.

URL: https://forum.audiogames.net/post/615685/#p615685




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Re: Questions about C#

2021-02-14 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Questions about C#

I'm kinda confused on why we want sound pools and BGT idioms in every new programming language we adopt. Just learn how to use the libraries like everyone else. I hate to be a dick about it but this seems ridiculous. Okay, your used to it, but its ridiculous how BGT still affects us even now despite the fact that its been obsoleted for years.

URL: https://forum.audiogames.net/post/615685/#p615685




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Re: Questions about C#

2021-02-14 Thread AudioGames . net Forum — Developers room : haily_merry via Audiogames-reflector


  


Re: Questions about C#

@11, rofl rofl I completely forgot about that.@12, have you considered releasing your dev tools? Just a sound pool and keyboard handling would be amazingly helpful for someone like me, or at least examples of how to properly do such manually in a game setting.

URL: https://forum.audiogames.net/post/615650/#p615650




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Re: Questions about C#

2021-02-14 Thread AudioGames . net Forum — Developers room : bgt lover via Audiogames-reflector


  


Re: Questions about C#

I vote for monogame with synthizer, once I manage to find a binding generator that doesn't just drool spageti code on my folders, as swig is quite a piece of shit tbh.

URL: https://forum.audiogames.net/post/615636/#p615636




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Re: Questions about C#

2021-02-13 Thread AudioGames . net Forum — Developers room : SkyLord via Audiogames-reflector


  


Re: Questions about C#

you can port soundpool to bass just like i did and enjoy the exact same way of playing sounds like in bgt. At first i was scared of bass too, but eventually it turned out that it's really cool.As @11 said, there's OpenAL and synthizer for 3d, taking bass out of this list cause it's 3d didn't work for me, though i did everything right. I mean, yeah, sounds get mono, doppler works, but there is no effect besides that.@11, I have written bindings for synthizer to CSharp, and it worked, though i never tested them with the last version. I'll look at what you will come up with.

URL: https://forum.audiogames.net/post/615255/#p615255




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Re: Questions about C#

2021-02-13 Thread AudioGames . net Forum — Developers room : Turret via Audiogames-reflector


  


Re: Questions about C#

@10, pun intended?And no, SPs won't work exactly the same, but BASS, OpenAl, etc all support full 3d Audio. There's no Synthizer binding for C# though yet, so I might write one.You can also use the System.Media namespace and play mono wav files that way.

URL: https://forum.audiogames.net/post/615246/#p615246




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Re: Questions about C#

2021-02-13 Thread AudioGames . net Forum — Developers room : haily_merry via Audiogames-reflector


  


Re: Questions about C#

Is there anything even close to matching the sound pools out there for BGT / python for any of these sound libraries? Want to get into C# for audiogame development, but just getting sound to play nicely seems like such a minefield.

URL: https://forum.audiogames.net/post/615232/#p615232




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Re: Questions about C#

2021-02-13 Thread AudioGames . net Forum — Developers room : SkyLord via Audiogames-reflector


  


Re: Questions about C#

Agree with  bass for audio. I used IrrKlang but eventually switched to bass.

URL: https://forum.audiogames.net/post/615230/#p615230




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Re: Questions about C#

2021-02-13 Thread AudioGames . net Forum — Developers room : Turret via Audiogames-reflector


  


Re: Questions about C#

My vote is MonoGame and BASS.

URL: https://forum.audiogames.net/post/615214/#p615214




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Re: Questions about C#

2021-02-13 Thread AudioGames . net Forum — Developers room : Nuno via Audiogames-reflector


  


Re: Questions about C#

OpenTK has its own audio thing, I believe it uses Open AL behind the scenes but I'e never used it.

URL: https://forum.audiogames.net/post/615125/#p615125




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Re: Questions about C#

2021-02-13 Thread AudioGames . net Forum — Developers room : Nuno via Audiogames-reflector


  


Re: Questions about C#

I recommend you use either OpenTK or SFML.NET to handle windows and BASS for audio

URL: https://forum.audiogames.net/post/615122/#p615122




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Re: Questions about C#

2021-02-12 Thread AudioGames . net Forum — Developers room : SkyLord via Audiogames-reflector


  


Re: Questions about C#

I mean, that for example with the standard windows forms key events, you won't be able to capture wether right or left ctrl key was pressed, or left/right shift/alt. You have Control/Shift/AltKey, which correspond to both left and right keys, but if you will try to use LControlKey, for example, you will never catch it by this event. So if you want to actually distinguish left and right modifier keys, you will need to implement your own key press detecting thingy. And as an answer to what did you do question, i just implemented my own key press detecting system.

URL: https://forum.audiogames.net/post/615114/#p615114




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Re: Questions about C#

2021-02-12 Thread AudioGames . net Forum — Developers room : amerikranian via Audiogames-reflector


  


Re: Questions about C#

When you say unreliable, what do you mean by this? What did you do to get around this issue?

URL: https://forum.audiogames.net/post/615112/#p615112




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Re: Questions about C#

2021-02-12 Thread AudioGames . net Forum — Developers room : SkyLord via Audiogames-reflector


  


Re: Questions about C#

i succesfully use windows forms to catch keyboard input. And a form inherits from control, so you can just subscribe to it's KeyUp, KeyDown events. This may be a bit unreliable, so you maybe will need to improvise like i did.

URL: https://forum.audiogames.net/post/615101/#p615101




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Re: Questions about C#

2021-02-12 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Questions about C#

There's MonoGame, which works okay. If you want ot handle everything yourself, you can also use SDL2 in C# -- not sure what its called off the top of my head though.

URL: https://forum.audiogames.net/post/615084/#p615084




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Questions about C#

2021-02-12 Thread AudioGames . net Forum — Developers room : BoundTo via Audiogames-reflector


  


Questions about C#

This isn't the type of post that I normally make, but I'm getting started with c# and wanted to ask if anyone had any recommendations for libraries to use for AudioGames? Specifically I'm looking for a way to create a window where I can monitor keyboard input. I would appreciate any feedback, as I haven't dabbled much with the language before. I was initially looking at using forms, but most of the information I saw about keyboard input was for specific controls on the form instead of the form as a whole. (also I believe it's deprecated?))

URL: https://forum.audiogames.net/post/615080/#p615080




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Re: Questions about C++

2017-06-23 Thread AudioGames . net Forum — Developers room : Kyleman123 via Audiogames-reflector


  


Re: Questions about C++

jonikster,You ask all of these questions about can I do this or that in all of these different languages? The short answer is yes, unless you're talking about BGT. BGT has major limitations but, thats a post for a different topic. You can do everything you're asking in c++ or c#. I won't reiterate things people have already said and have already told you in other topics, but I would like to point something out that I think is a bit misunderstood.It is a big misunderstanding that programmers need to know lots of advanced math like calculus and beyond. While this is certainly a benefit, computer science programs don't make you take math for the math itself. Its problem solving. You need to know how to brake a problem up into little pieces to be able to solve the whole thing. You don't eat a huge pizza in one big bite, you sit down and eat little pieces off the ends. eventually if you are hungry enough, you might eat the whole thing. the same th
 ing goes for games or any program you are making you don't write everything in one big chunk. you write the stuff for the player on this day. the second day you might do work on the sound. the third day you will do something else. This isn't math. its problem solving. This is the main thing they are meaning to teach you with all of the math related classes. that being said, there are somethings that require math. Player rotation and movement in an FPS is trigonometry. VisualStudio is correct to a certain point. you can ask the computer to calculate for you like a calculator. pow(), sin(), cos(), and tan() are all functions you can use in c++ or another language. But if you have know idea how to use them or how to apply them to solve the problem in your game, it does nothing for you. You need to be able to take all of the little pieces and be able to assemble them into a progressively larger and larger algorithm to eventually make up your whole program.Questio
 ns are good, but when you're just throwing questions up here on the forum and they seem to be the same ones over and over and over, we wonder if you're actually learning any of this. When you're asking all of these questions, you aren't problem solving. many many of your questions can be answered with a very simple search in your favorite search engine of choice. I am searching how to do many things all the time. I'm reading people's answers and figuring out how I might adapt them into my program I'm writing. I don't feel like you have this mentality of proactive problem solving. This just makes the whole coding process much much much more difficult.did I mention programming is hard? it is very difficult. This isn't to scare you off, its just a word of warning. I've seen people tell you to just buckle down and learn a language. I would like to just reiterate that. All of this jumping back and forth between python, BGT, c++, an
 d c# is just dead time when you could be learning. sit down and devote yourself to a language, even if it is BGT. if you sit down and actually learn the intricacies of a language, who knows you might actually begin to understand pointers.

URL: http://forum.audiogames.net/viewtopic.php?pid=316551#p316551





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Re: Questions about C++

2017-06-22 Thread AudioGames . net Forum — Developers room : jonikster via Audiogames-reflector


  


Re: Questions about C++

About C ++, pointers and other complex topics I just need to understand. The question is whether C ++ is suitable my first post.

URL: http://forum.audiogames.net/viewtopic.php?pid=316510#p316510





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Re: Questions about C++

2017-06-22 Thread AudioGames . net Forum — Developers room : visualstudio via Audiogames-reflector


  


Re: Questions about C++

hello,i will try to answer your questions, maybe i will forget to answer some of themabout keyboard input and audio management, there are libraries exist which are cross-platformi recommend you to look at sdl for your input and low-level audio needs, and SoLoud as your audio library which supports sdl so you can use soloud with sdlfor network programming, boost has a library called asio (which is available independently), and another library called eNet existsabout pointers:pointers are addresses of variables to memoryfor example:int x=1234; //x is 1234
int *y= //y points to x which might be 0x2398 or anything else)
*y=0; //x will be 0 also because we change pointer and variable changes due to change in memory, but the address is the sameand for memory management i recommend to use smart pointers like shared_ptr, unique_ptr, etclook at boost.org, it has plenty of libraries to use which some of them are available in the C++ standardin C++, you can use assembly eaven!in msvc, i will give an example which works prety well!asm
{
mov eax, 100
add eax, 2 //eax is 102
mul eax, 10 //eax is 1020
}so you are not limitedabout knowing basics and studying other things and try to program them, yes for some of them you can do itand remember, C++ apps cant always be fast, due to coding things incorrectly or managing memory incorrectlyalso be aware of memory leeks (because of this i recommend you to use smart pointers)you might not get errors and your app might crashalso we have run-time errors beside compile-time errors so keep these in mindnow talking about math:as i've said in the previous topic, you won't calculate, you ask computer to calculate things for youmathamatics (calculation) is only required when you want to implement a 3d graphics engine or a database engine (which more expert people have implemented already for you so implementing them is reinventing the weal)but mathamatic thinking is requiredand keep in mind, we have different fields of programming so i cant say which of the
 m requires mathematics fully which of them dontthe thing is, you must be aible to solve problems

URL: http://forum.audiogames.net/viewtopic.php?pid=316466#p316466





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