   Proper way to install managed directx for end users
  I've got a release candidate for my Managed DirectX game ready, and here comes the moment I've been dreading: how the hell I'm supposed to get it working on peoples' computer. I remember this being a huge problem last time I tried to run managed DirectX on machines that didn't have the actual SDK installed, and now before I start trying to distribute anything I want to get this completely straight.I want to make a nice, neatly packaged installer that will make sure the user has the requirements - .net 1.1, DirectX 9.0c, and whatever it is they have to install to make Managed DirectX apps work - and either install them or direct them to the website where they can get an installer if they don't. I'd rather not host the now enormous (40 meg!) contents of the redistributable folder in the SDK, so if there's a way around it I'd like to know.Can anyone who's been through this give me an idea how I'm supposed to go about this?   
  You're in luck [smile]: Help on distributing apps.   ;  Ok, I can't say I understand quite how it works, but I got the premade installer to work for my game - thanks. One question, which cab files do I have to include? I'm using the December 2005 SDK so I know I don't need to include files from the redist directory that start with, say, october2005, but there's also a bunch of files like dxnt.cab and BDA.cab - do I need those? Which ones do I need? I'd like to trim it down as much as possible, since I'm distributing this online.   ;  First, the obligatory components are (as explained in DirectX Software Developmnet Kit->DirectX SDK Programming Guide->Installing DirectX with DirectSetup):DXupdate.cabDXDllreg_x86.cabDSetup.dllDSetup32.dllIf you're not going to use the DirectSetup API from your code, you can include "DSetup.exe" and launch it instead. To install the managed runtime, also include:Dec2005_MDX1.cabDec2005_d3dx9_28_x86.cab   