Just tought it would be a good idea to have a FAQ for both, beginners and advanced users. So I'll update this thread when we get a "FQ" and add a "A" to it
1. Workaround for the keyboard-input.
Thanks to code master.
2. Does DarkGDK.Net support DarkPhysics, DarkAI, and other TGC DLLs?
1.) Declare a public variable in your main class for each Key. I.E "Dim KeyUp as Integer"
2.) Go to your form's KeyUp and KeyDown events.
3.) Get the value of the key that triggered the event, and update it's variable in turn.
"Dim KeyEvent as Integer = E.KeyValue
Application.KeyUp = (KeyEvent = Keys.Up)"
4.) Make sure to do the same in your Form's KeyDown event... and your set!
- No, not yet, but it hopefully will in the future.
3. Getting a pointer to the DirectX Device in DarkGDK.Net
Dim dgdkD3DDevice As Microsoft.DirectX.Direct3D.Device
dgdkD3DDevice = New Microsoft.DirectX.Direct3D.Device(DGDKPlugins.CDarkGDK.oDBDisplay.GetDirect3DDevice)
dgdkD3DDevice = new Microsoft.DirectX.Direct3D.Device(DGDKPlugins.CDarkGDK.oDBDisplay.GetDirect3DDevice);
Remember to add a reference to the DirectX lib or it dosn't work.
Thanks to MoomanFL
4. How to extend DarkGDK.Net
- If you want to extend it with using DirectX directly you should use SlimDX. Thus for two reasons;
1. Managed DirectX is no longer supported by Microsoft.
2. SlimDX is pretty easy to use.
3. XNA does not have a IntPtr constructor to use this.
Thanks to kBessa
Is it possible to have DarkGDK.Net in a application without using a viewport?
Yes, the template can be found here
. EMail me if the server is slow(peder[ at ]pederslekeland.com).
Thanks to Niels Henriksen
- Usefull plugins like support for XBox 360 controllers, and more.
Got a idea for what more that needs to be added?