DirectX SDK
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DirectX SDK
I'm not sure if this question fits anywhere else but here. but anyway.
I am just wondering if the DirectX 9 SDK comes with also the DirectX8 SDK as well, as I can't find any place on the Net to download it.
I am asking this as I want to be able to make my own custom build of
ZSNES, as I already have Visual C++ 6 and NASM. So I'm asking about the SDK as I don't want to waste time downloading a 222MB SDK.
I am just wondering if the DirectX 9 SDK comes with also the DirectX8 SDK as well, as I can't find any place on the Net to download it.
I am asking this as I want to be able to make my own custom build of
ZSNES, as I already have Visual C++ 6 and NASM. So I'm asking about the SDK as I don't want to waste time downloading a 222MB SDK.
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- Romhacking God
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Yes it does. Getting the DX9 SDK will allow you to compile and code for ANY previous version of DirectX.
The only side effect is the documentation will be updated for DX9. Look around a bit more.
The only side effect is the documentation will be updated for DX9. Look around a bit more.
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http://msdn.microsoft.com/library/defau ... irectx.asp
Although, I beg you, if you get into 3D graphics, use OpenGL.
Although, I beg you, if you get into 3D graphics, use OpenGL.
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Why? Give me some specific examples of why OpenGL is better?Noxious Ninja wrote:http://msdn.microsoft.com/library/defau ... irectx.asp
Although, I beg you, if you get into 3D graphics, use OpenGL.
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What, so 5% more people can use your program? I'd just as well expect them to get a PC emulator or dual boot windows to the same degree you'd expect someone to code 3D in OpenGL just for them.
Should the coder choose a specific API to cater to 5% more people or should the 5% of people cater to the coder and find a way to get the program to run on their system if they want to run it?
Should the coder choose a specific API to cater to 5% more people or should the 5% of people cater to the coder and find a way to get the program to run on their system if they want to run it?
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If you want 5% more sales...Nightcrawler wrote:What, so 5% more people can use your program? I'd just as well expect them to get a PC emulator or dual boot windows to the same degree you'd expect someone to code 3D in OpenGL just for them.
Should the coder choose a specific API to cater to 5% more people or should the 5% of people cater to the coder and find a way to get the program to run on their system if they want to run it?
You'd be suprised how many of the hard core FPS players do not use Windows, which probably would make it more like 10%.
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There isn't a linux half-life client, so no CS players use a non-windows platform.Nach wrote:If you want 5% more sales...Nightcrawler wrote:What, so 5% more people can use your program? I'd just as well expect them to get a PC emulator or dual boot windows to the same degree you'd expect someone to code 3D in OpenGL just for them.
Should the coder choose a specific API to cater to 5% more people or should the 5% of people cater to the coder and find a way to get the program to run on their system if they want to run it?
You'd be suprised how many of the hard core FPS players do not use Windows, which probably would make it more like 10%.
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- ZSNES Developer
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Maybe not half life. But go see who all the unreal people are.
See if they made Half Life for Linux, I can gaurantee they'll have a lot more sales.
It's not really a big deal today to make something portable. Use Standard C++ as far as it goes, Open GL for graphics, and the rest of the portablization work should shouldn't be too big of a deal. There's portable stuff out there for sound and input, but it's not as popular.
See if they made Half Life for Linux, I can gaurantee they'll have a lot more sales.
It's not really a big deal today to make something portable. Use Standard C++ as far as it goes, Open GL for graphics, and the rest of the portablization work should shouldn't be too big of a deal. There's portable stuff out there for sound and input, but it's not as popular.
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That would depend on your definition of a lot more sales.
Perhaps I should have said a few thousand more sales.
Perhaps I should have said a few thousand more sales.
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There was a big thread at slashdot. You can search for it, 95% of the posts are 'If it was made for linux, I'd buy it. But it's not, so screw it'.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Take what you read at Slashdot with a grain of salt.grinvader wrote:There was a big thread at slashdot. You can search for it, 95% of the posts are 'If it was made for linux, I'd buy it. But it's not, so screw it'.
Also, using Direct3D doesn't exclude the use of OpenGL. It's not a particularly Herculean task to make an app use multiple renderers if necessary. Epic's Unreal series has done it for a long time, Half-Life had not just D3D and OGL renderers, but also a software renderer, and even some open-source projects like StepMania can switch renderers between D3D and OGL.
As far as choosing one to learn, I would guess OGL would be only slightly more important because of the cross-platform issue. Learning to program for a modern console would likely use either OGL or a custom rendering library, unless said console is the Xbox (and possibly its successor) where you'd use D3D.
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- Romhacking God
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Yeah.. SDL has come a long way as far as being widely supported.
Nonetheless, no matter how good SDL and OpenGL get, I don't see DirectX going anywhere anytime soon. It's support is difficult to match since it's backed by Microsoft.
Nonetheless, no matter how good SDL and OpenGL get, I don't see DirectX going anywhere anytime soon. It's support is difficult to match since it's backed by Microsoft.
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Not to say Direct X is going anywhere in the near future.
But if you decided you want to get into multimedia programming, you should learn SDL instead of Direct X.
But if you decided you want to get into multimedia programming, you should learn SDL instead of Direct X.
May 9 2007 - NSRT 3.4, now with lots of hashing and even more accurate information! Go download it.
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