Discussion:
October 2005 DirectX SDK is now available
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David Weller [MSFT]
2005-10-04 16:54:44 UTC
Permalink
The DirectX® Team is pleased to announce the release of the DirectX 9.0 SDK
October 2005 Update! The October Update includes the first public release of
the XInput SDK. This SDK will allow game developers to fully support Xbox
360 Controller for Windows. To download or learn more about this release
please visit http://msdn.com/directx/sdk.

Features added in the October 2005 DirectX SDK update

- XInput

XInput is an API that allows applications to receive input from the Xbox 360
controller for Windows. Controller rumble effects and voice input and output
are supported.

For a quick start guide to using the XInput API, see "Getting Started With
XInput", and the "XInput Reference". Four XInput Samples are available in
the Sample Viewer. See "XInput Frequently Asked Questions" for answers to
commonly-asked questions about XInput.

- Microsoft Cross-Platform Audio Creation Tool (XACT Beta)

XACT is an audio design tool and associated API that allow application
designers and audio content designers to work together to bring vibrant
sounds to games.

To access the XACT documentation, click the Start Menu, choose All Programs,
Microsoft DirectX 9.0 SDK Update (October 2005), and select "Microsoft Audio
Creation Tool Documentation".

To get started using the XACT design tool, click click the Start Menu,
choose All Programs, Microsoft DirectX 9.0 SDK Update (October 2005),
Utilities, and select "Microsoft Audio Creation Tool".

- Managed DirectX for Whidbey (Beta)

Included with the October 2005 DirectX SDK is the first support for the 2.0
Common Language Runtime in Managed DirectX. This assembly addresses the
issues users were having with using Managed DirectX in Visual Studio 2005.
It also includes new features designed to take full advantage of the
features included in the 2.0 CLR such as generics.

To use the new assembly, load up Visual Studio 2005 (Beta 2 or later), and
after creating a new project add a reference to "Microsoft.DirectX.dll" You
may see multiple versions of this assembly depending on any past DirectX
SDK's you've installed, so add the reference to the one with the version
2.0.900. The namespaces you'll find in this assembly are:

o Microsoft.DirectX - Which includes all of the common math structures,
as well as the new GraphicsBuffer class which replaces the GraphicsStream
class from the original Managed DirectX

o Microsoft.DirectX.Direct3D - Direct3D and D3DX functionality

o Microsoft.DirectX.DirectSound - DirectSound functionality

o Microsoft.DirectX.DirectInput - Direct Input functionality

o Microsoft.DirectX.XInput - The newly released XInput functionality


Besides support for the 2.0 CLR, this updated assembly has a number of new
additions which we would love feedback on, including better performance, and
a cleaner API. Feedback can be given on the MSDN public forums for DirectX
and Windows Game Development. You can also offer feedback to
***@microsoft.com.

Note: Managed DirectX for Whidbey is an early beta; complete samples and
documentation will be provided in a later release of the DirectX SDK.

- Samples and Tools

o The DirectX Ops tool (see DirectX Ops (dxops.exe)) can accept an
expression string, which contains a series of script commands, files and
optional arguments. Each expression is built from one or more script
commands. See "DirectX Ops Script Commands".

o EffectEdit and Mesh Viewer are no longer shipped with the SDK. The
equivalent functionality for these tools can be achieved by using the new
DirectX Ops (dxops.exe) and DirectX Viewer (dxviewer.exe) tools.

o Graphics Card Capabilities: A new chart containing a collection of the
capabilities exposed by current drivers on a wide range of graphics hardware
available on the market today is available in the SDK. To view it, use the
DirectX SDK Sample Browser and search for "Graphics Card Capabilities".

Technical Article Updates

The article introducing the gaming experience on Windows XP Media Center
Edition 2005 has been updated with a new section to help you make your
application accessible using the Media Center interface. Two new
corresponding samples, MCELauncher and MediaCenterGame, have been added to
illustrate this. For more information see: "Installing Games on Windows XP
Media Center Edition".
--
David Weller
Community Manager, Wingows Graphics and Gaming

Want something better than USENET newsgroups? Check out the Windows Game
Development Forums at http://msdn.microsoft.com/directx/forums/
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Legal Stuff: This posting is provided "AS IS" with no warranties, and
confers no rights.
Andreas Jung
2005-10-05 11:46:04 UTC
Permalink
I am currently about to port my app to the October-API. I will give full
feedback later on.

However, let me report this *urgent* issue:
At least in my object browser, it looks like the
DirectX::Direct3D::LightType enumeration is broken. It doesn't show up any
members.


Andreas Jung
http://www.aj-productions.de
Achim Kühn
2005-10-05 14:43:10 UTC
Permalink
I am experiencing the same problem but it only seems to occur with the
visual studio 2005 files.
is that possible?
Post by Andreas Jung
I am currently about to port my app to the October-API. I will give full
feedback later on.
At least in my object browser, it looks like the
DirectX::Direct3D::LightType enumeration is broken. It doesn't show up any
members.
Andreas Jung
http://www.aj-productions.de
Scott Campbell
2005-10-11 05:41:02 UTC
Permalink
I have just built a new computer with a 7800GT, and so I downloaded the
October SDK to start working with it. I noticed one issue however, and I am
unsure if it is caused by my new setup or a problem in the SDK.

When using the CustomUI elements, the elements will sometimes disappear.
RazaRizvi
2005-10-20 03:16:03 UTC
Permalink
Hi, I downloaded the latest SDK and ran the C# sample for force feedback
using at least two different game pads. None of them are working. Can any one
from the development team let me know why that is the case.

FYI, its giving an error on this line:
eo = new EffectObject(ei.EffectGuid, e, joystick);

Error message: "Value does not fall within the expected range."

Thanks.
---------------
Raza Rizvi
.Net Developer
Post by Scott Campbell
I have just built a new computer with a 7800GT, and so I downloaded the
October SDK to start working with it. I noticed one issue however, and I am
unsure if it is caused by my new setup or a problem in the SDK.
When using the CustomUI elements, the elements will sometimes disappear.
Zman
2005-10-20 07:02:53 UTC
Permalink
I noticed you had already posted in the MSDN forums, however you added your
question onto the end of an already answered thread, so it would not have
been marked as requiring an answer from Microsoft.

I just split your post into its own thread so it will be tracked
http://forums.microsoft.com/msdn/ShowPost.aspx?PostID=112192

It would be helpful to know if you had tried updating your driver as andrew
suggested in the directinput newsgroup. Please add a post in MSDN regarding
that.

...BTW, cross posting to all the directX groups rather than choosing the
correct one is quite annoying and probably decreases the chance of someone
answering you.
--
Zman (mailto:***@thezbuffer.com)
http://www.thezbuffer.com
News and Resources for Managed DirectX
Post by RazaRizvi
Hi, I downloaded the latest SDK and ran the C# sample for force feedback
using at least two different game pads. None of them are working. Can any one
from the development team let me know why that is the case.
eo = new EffectObject(ei.EffectGuid, e, joystick);
Error message: "Value does not fall within the expected range."
Thanks.
---------------
Raza Rizvi
.Net Developer
Post by Scott Campbell
I have just built a new computer with a 7800GT, and so I downloaded the
October SDK to start working with it. I noticed one issue however, and I am
unsure if it is caused by my new setup or a problem in the SDK.
When using the CustomUI elements, the elements will sometimes disappear.
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