Original Post
Well, it's been 2 months again, so there is a new SDK out, here. We have two new major API updates: XACT Beta XACT, or the Xbox Audio Creation Tool (for Windows hehe), lets both sound designers and programmers integrate sounds into games as easily as possible. It's really fast and easy, but at the same time, it's very powerful. XInput XInput allows you to recieve input from the Xbox360 controller. It has been heralded by Xbox devs to be pretty slick in the past, so it should be pretty nice. It is recommended that you use Windows messaging for the keyboard and mouse, and XInput for the common controller. The release notes, for good measure:
Quote:It should be noted that MeshViewer and EffectEdit are being removed, so if it's critical to a project, make sure you keep them.
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: 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 Microsoft.DirectX.Direct3D - Direct3D and D3DX functionality Microsoft.DirectX.DirectSound - DirectSound functionality Microsoft.DirectX.DirectInput - Direct Input functionality 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 directx@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 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". 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. 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".
