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CheckGamePadStatesAndPosition
Joined: 8/24/2011(UTC) Posts: 34 Location: New Zealand
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I'd like to run GamePadTests.CheckGamePadStatesAndPosition on Windows, but it asserts that it needs the Xna InputModule. How can I get the Xna implementations? Will I need to sign up for an Indie license, in which case would I also get access to the SharpDX implementations?
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Joined: 8/23/2011(UTC) Posts: 245
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Do you mean will you need a Microsoft Indie licence? You don't need that to download & use XNA on Windows. All my games are coded in XNA in preparation to transfer to Delta Engine. This is a link to the latest (and, sadly, possibly final) version of XNA: http://www.microsoft.com...ad/details.aspx?id=27599SharpDX is just an open-source project I think - not directly affiliated with XNA. Edited by user Thursday, May 3, 2012 12:58:20 PM(UTC)
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Joined: 8/24/2011(UTC) Posts: 34 Location: New Zealand
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Originally Posted by: PG  Do you mean will you need a Microsoft Indie licence? Hi PG. No, I mean the DeltaEngine Indie license. I'm after the DeltaEngine concrete implementations using XNA and SharpDX, e.g. the Delta.Graphics.SharpDX and Delta.InputSystem.Xna DLLs. I'm interested in SharpDX precisely because XNA is probably history, and SharpDX is looking like the best option for managed code on Windows 8 [Metro]. Edited by user Thursday, May 3, 2012 1:36:43 PM(UTC)
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Joined: 8/23/2011(UTC) Posts: 245
Thanks: 6 times Was thanked: 12 time(s) in 11 post(s)
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Originally Posted by: fool  Hi PG. No, I mean the DeltaEngine Indie license. I'm after the DeltaEngine concrete implementations using XNA and SharpDX, e.g. the Delta.Graphics.SharpDX and Delta.InputSystem.Xna DLLs. You definitely won't need one of those. The DE Indie licences are purely concerned with deploying to platforms other than Windows - eg deploying to iOS/Android/WP7 and later on XBox etc. Developing on Windows is always free. I'm pretty sure all you need is the XNA/SharpDX dlls. DE comes with some third-party dll's (eg Physics) but they can be fairly out of date - so it's often still worth going directly to the source.
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Joined: 8/24/2011(UTC) Posts: 34 Location: New Zealand
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I will be interested in deploying to iOS/Android/WP7/Xbox360 - I have all the prerequisites for all these platforms - but I was thinking it made sense to play with the Windows implementation of DeltaEngine first.
The problem is I can't test GamePad input without the *DeltaEngine* XNA DLLs - I already have the XNA runtime installed, of course.
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Joined: 8/23/2011(UTC) Posts: 245
Thanks: 6 times Was thanked: 12 time(s) in 11 post(s)
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Ok. If you've got the XNA dlls I'll have to let a DE person discuss what the issue might be... It's not licencing though. As someone with an Indie licence I can tell you you don't get access to any additional DE source/binaries, you just get access to the build services, so it's not that. I should backpedal on my previous post a little also: It's possible you will need a licence to deploy to a Windows 8 tablet as opposed to a Windows 8 PC. I'm genuinely not sure on that - don't want to speak out of turn! Edited by user Thursday, May 3, 2012 1:54:33 PM(UTC)
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Joined: 8/24/2011(UTC) Posts: 34 Location: New Zealand
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@Benjamin Could you please clarify the status of the DeltaEngine XNA DLLs? Am I missing something? How else can I test Xbox 360 gamepad input on Windows?
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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
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Well, for GamePad support you actually don't need to use XNA, it is just what we have tested most. GamePad support is also supposed to work for Delta.InputSystem.Windows, but we have not moved our research project code to the Delta.InputSystem.Windows assembly yet.
As for the XNA assemblies. For simplicity reasons (because content get much more complicated) I have left them out because users will have many more issues using non OpenTK graphics, input or multimedia assemblies right now. I barely can support the requests and bug reports made for iOS and Android right now and improved WP7 support was also planed for April .. now it is already May ^^
If you like I can include them in the upcoming nightly releases, but I have not tested them much .. maybe it makes more sense if I send it to interested people and include them when they have been tested a bit more. To be clear: XNA is needed for WP7 and since we do ALL testing on Windows all the modules have to work on Windows first before we use them on other platforms. So for WP7 XNA is needed anyway.
About what PG said: He is generally right, but currently if anyone with a license needs for example a special configuration (lets say Windows XNA, Windows SharpDX, iPhone 3G ES 1.1, etc.) I can quickly enable this as opposed to someone without a license (then it would have to be included into the public release, which is not always as easy as lots of testing has to be done first).
I am currently improving the build service (gone down from 10seconds build time to 0.5s for Windows builds yesterday and worked a bit on Android and iOS today). Once that is done I will move on to WP7 and XNA (probably not done before next week).
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Medals:  Joined: 8/20/2011(UTC) Posts: 1,421 Location: Hannover
Thanks: 18 times Was thanked: 97 time(s) in 92 post(s)
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Originally Posted by: fool  Originally Posted by: PG  Do you mean will you need a Microsoft Indie licence? Hi PG. No, I mean the DeltaEngine Indie license. I'm after the DeltaEngine concrete implementations using XNA and SharpDX, e.g. the Delta.Graphics.SharpDX and Delta.InputSystem.Xna DLLs. I'm interested in SharpDX precisely because XNA is probably history, and SharpDX is looking like the best option for managed code on Windows 8 [Metro]. Btw: you are just 43 posts away from a free Delta Engine Indie License :) Yes, we also use SharpDX for Windows 8 Metro support, but I have planed a lot of features in the future for XNA as well. We like to be able to migrate XNA projects to the Delta Engine and maybe work closer with other engines as well (the modular system of the Delta Engine does allow switching any graphics, multimedia, input, physics or rendering system quite easily). I cannot say much more right now as development might stay with v0.9.5 for a while (going slowly as anyone following closely knows, I am pretty much the only person working on the Delta Engine outside of community contributions and I do that in addition to my other responsibilities), but there is a chance for some change this month hopefully restarting the whole development. Then I can say more about other modules and might be able to shift gears a bit by making more modules open source
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Joined: 8/24/2011(UTC) Posts: 34 Location: New Zealand
Thanks: 4 times
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Understood. Of course if you give some / all of us access to the other implementations we can help iron out the bugs, if not fix them ourselves. Also, I find having multiple concrete implementations to peruse makes it easier understand the framework and the various abstractions and layerings. I'll do my best to get my post quota up then! Definitely keen to get more DE goodies. ;)
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