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Apr 29, 2011

I have made quite a nice and tidy little game. Its based around space invaders and works quite well. however because i have finished my college project almost 2 weeks ahead of the assignments release date, my tutor has asked me to tweak my project and make it better.So far i have added a full main menu to the game and a full splash screen. I would like to add in a section for recorded high scores but have no idea how to attempt this at all.


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Namespace My
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Aug 23, 2011

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Jun 22, 2009

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Oct 19, 2010

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My animation technique looks like this:

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I'm using the Tao framework in I'm not performing any other calculations other than the ones to calculate the rotation angle mentioned above and perform a few glRotateD and glscaleD in the method to draw the image.

In addition, I guess I was under the impression that regardless of the window size in an orthographic 2-dimensional drawing that is scaling on resizing of the window, the drawing time would always take the same amount of time. Is this a correct assumption?

Note that I've seen the animation run perfectly smooth at full screen before. Every once in awhile, OpenGL will decide it's happy and run perfectly at full screen using between 10-20% of the CPU (same as when not maximized). I haven't pinpointed what causes this though, because it will run one time perfectly, then without changing anything, I will run it again and encounter the choppiness. I simply want to pinpoint what causes the animation to slow down and eliminate it.

I've run a dot trace on my program and it says that the swapBuffers method is using 55 % of my processing time even though I'm never explicitly calling the method. Is the method called by something else that I can eliminate, or is this simply OpenGL's "dead time" method to limit the animation to 60 fps?

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I have a wonderful program which needs to be overlay-ed over my full screen directX game, the only problem is I can't seem to find any way of doing this with .net coding

things that don't work are, these are not overlays and will not work over a full screen directX game. I posted this so hopefully no one gives me that answer by mistake.


timer1.interval = 1
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the only thing I can seem to find is this example and source C# overlay maker however it's pretty old and it's for C# but maybe someone could convert it somehow to .net or something, I really need to find a way to do the overlaying tho been trying for months now...

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Partial Friend Class MyApplication
Protected Overrides Function OnInitialize( _[code]....

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Dec 18, 2009

Im trying make my application display my splash screen for 5secs before loading my main form.  I have read lots of threads on this and they all seem to point to the following:Add the following code to the New() sub of the splashscreen.

My.Application.MinimumSplashScreenDisplayTime = 5000

I have also seen a suggestion to add the following code to the OnInitilalize event in the ApplicationsEvents file.

Me.MinimumSplashScreenDisplayTime = 5000

I've have tried both ways, and although it successfully makes my splashscreen wait 5 seconds before closing, it doesnt prevent the Main form from waiting for the splashscreen to close before loading.  The mainform simply loads over the top of the splashscreen.This thread is exactly what im after but i cant seem to get mine to work.


I have application framework enabled.  I have my startup form set to my main form, and i have set my splashscreen in the application tab of my project properties.  Im using VS2008.I also noticed that when i clicked on the "View Application Events" button in the application tab of my project properties, the file was blank.  I have seen that some other people have had problems with this.  I just cut and paste the following code into my ApplicationEvents file.  Potentially an issue???  Any reason why the code was not auto-generated to begin with?

Namespace My
' The following events are availble for MyApplication:
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Mar 26, 2010

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2. My form somehow can be set with Horizontal & Vertical slide (or some thing similiar) so the user can see the rest?

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