I took my free-look camera project to work to show my colleagues and when I tried to run it I get an InvalidCallException in my Program.cs on game.Run();
I don't have a 3D card in my work machine but other projects I've created on it have worked fine so I started a new project and copied the game components across and ran it.\
Now I get the same expection when I call DrawUserPrimitives, can anyone tell me what might be happening
And how are you supposed to handle exceptions either in Game Components (which you might not have built) or in code

How do you handle exceptions?
hanozo
You can get my project from blog (http://www.mailowl.co.za/Downloads/Simple3D.zip) and check it out for yourself; I'm not really doing anything fancy.
Forch
From the FAQ:
You handle exceptions using a try...catch block. For components you can put the block around the UpdateComponents and DrawComponents lines in your game class.
Sweed
scottburr
Is there any more information on the exception you get
How you handle exceptions is up to you. You could use a messagebox. Once GUI features are available you could use them.
For compability messages, ideally you'd check and display a message before calling your game's Run method.
UT and Q3 are old.
Even though you're just displaying a simple grid the technology you're using is more advanced than that used in UT and Q3.
morpheus3230
xwinterx
A Try...Catch block is all good and well but how can I rely to the user that some has occured that stops them from running my game Must I implement just System.Windows to get a MessageBox or is there another recommended way of gracefully handling exceptions when writing managed games
And if it comes to having to test for capabilities before executing my game what's the best way of relying to the user that thier system is not compatible
This seems very odd though that I can play games like Unreal Tournament and Quake 3 on my work machine but I can't have a simple app with a grid and free-look camera