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Software Development Network >> Game Technologies

Game Technologies

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Mulit Core programming
no Direct3D Compatible Devices
Direct Answers For A Beginer
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Voiding xBox 360 warrenty
XNA in Internet Explorer?
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Could C# be the future of gaming?
Issue with XNA Tutorial and scrolling backgrounds
Graphics Adapter - Multiple monitor support

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  • jasinb Is *ANYTHING* the same as the last Beta?!?!?!

    WHAT THE *&#@$ is wrong with you! ! ! ! ! Sorry guys, this totally pisses me off here... I had a solid game engine going with the last beta and now NOTHING works. Sorry, you guys suck for this one... Don't give me the whole beta schpeel either, cuz you DON'T change that much between betas, you have that nailed-down beforehand... If the last one was called "Alpha" I wouldn't be complaining, but wow this blows and I don't know if I'm even going to PORT my game from You to YOU!!! Re-*&#@$-diculous! @Jim: Nobody is going to participate in betas if they KNOW it's not worth it. I'm not saying people should start making release-commercial-ready products with beta software (well they can but it's their r ...Show All

  • jules_newbie no XNA Creators Club on xblive in france?

    hello, i am based in france and havent seen the XNA creator club on the marketplace yet. Am i not looking at the right place Or is it planed to be on later Thanks Yes, my understanding is it should be available in France. If you go to Xbox Live Marketplace you'll find it under Games then All Game Downloads, towards the bottom of the list you should see XNA Creators Club. ...Show All

  • Escape Trouble choosing a random spawn location in 2D tile based platformer

    Hi everyone, I'm in the middle of creating a 2D tile based game. Just a minor problem I am encountering: I have a CSV file which is read into an array for the level map - this all works fine. I am have a second CSV file with the same number of rows/columns which holds numbers to represent spawn points for weapon power ups. I want the power ups to randomly appear, but only at one of a few specific locations, basically at one of the tiles where the value is '2'. The problem is I am trying to randomly pick a tile by using a do ... while loop, which is proving to be very costing, slowing the game to a halt until the loop finds a valid tile. I'm not very good at explaining this but hopefully you understand what I mean, anyway heres the code (be ...Show All

  • Wedgetail DirectX Asks the user for IP address - Help me please!

    I'm aiming to produce a P2P chat engine using DirectPlay. I have the basic system up and running, but when the client connects to the network (my computer is the host), it asks the user for an IP address. I was wondering how to supply it with an IP address so that the user doesn't have to know my address in order to chat. they will allways need an address to connect. If u don't like to provider your ip directly, use a dns. If u don't want the application to ask for the server address, add it as a setting in the client application. Altho when adding the server as a settings, still beter to use a dns, in case your ip might ever change, u can just change your dns and the clients wont notice any changes. If ure ip is suplied a ...Show All

  • Claudio Perrone Dynamic Vertexbuffer

    Hi people, I am working with a dynamic vertexbuffer and I am wondering what the best practise is to fill the buffer with data. I have two different approaches to tackle this problem but as I cant figure out what is the best solution is I need your help. Option1: Create a vertexbuffer with flags dynamic and write only and keep a seperate array of vertices. If I want to update the buffer I can update the vertex array and then set this array into the vertexbuffer. Option2: Create the vertexbuffer, again with the dynamic flag, and just get the set and set the data from the vertexbuffer. Option1 needs double the space space but might be faster as the get function is not needed. Option2 is the other way around. Please tell me which option you wo ...Show All

  • Ronan PB 2006 How to Disable Smoothing when scaling texture2d ?

    Hi, To start with xna, i've decided to make a simple chip8 emulator. The original window size is 64x32, so once the codes are interpreted and the screen is drawn in my chip8 class i call SetData() to draw everything on a single texture2d. The problem is that when i use the Scaling parameter all the pixels are smoothed... In another program this could be helpfull, but in this case it gives really ugly ... So hwo can i disable smoothing pixels when scaling a texture2d or, is there another way to render my screen (it's an int array of size 64*32) Thank you . You can fix this in a couple of areas. By setting the GraphicsDevice.SamplerStates[0].MinFilter and MagFilter to TextureFilter.Point. Also look at the TextureCreationP ...Show All

  • daraneko Could C# be the future of gaming?

    Since XNA is using C#, and is is a more intuitive language than C++, is it possible that in the future that C# will dominate, espessially in AAA titles. Could XNA be ushering a new way of programming in the main stream For now, at least, no; C# as well as Managed DirectX still have a hurdles to get over (IMO). The language is still relatively new, developers are still learning the ins and outs and how to push applications developed in C# to the limit. In my opinion, although I love C# and swear by it, the professional community is and will be very reluctant to drop C++ for a newcomer such as C#, especially considering its lack of cross platform abilities. Although I’m a huge C++ fan but.. XNA will be using C#, DirectX ...Show All

  • Andrea Williams Nothing on the screen

    Hi. First I will write my whole code, so it is eaiser to see where the error is (I dont know where the error is):   #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Storage; using stlr.fonts; #endregion namespace WindowsGame1 { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework. Game { GraphicsDeviceManager graphics; ...Show All

  • lucerias Not convinced that texturing actually works

    I cut and pasted the " How to: Apply Textures to 3D Primitives" tutorial into VSE. I keep getting an exception...will someone please post an example that actually works on their machine...the bare minimum code that I can cut and paste in...texturing in MDX was SOOOO much easier. I don't have much faith when a tutorial for basic texture mapping doesnt even work Microsoft.Xna.Framework.Graphics.InvalidCallException was unhandled Message="External component has thrown an exception." Source="Microsoft.Xna.Framework" ErrorCode=-2147467259 StackTrace: at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawUserPrimitives[T](PrimitiveType primitiveType, Int32 primitiveCount, T[] vertexStreamZeroData) ...Show All

  • Stijn Van Hamme BoundingBox for Models

    Hi, I'm very much used to using Geometry.ComputeBoundingBox() from MDX 1.1 and am wondering where the equivalent in XNA is. My problem at the moment is that my models are having their centres placed at Y coordinate 0, so half is above ground and half is below ground. My solution has always been to compute the bounding box and simply raise the mesh by the amount that the min vertex is below the ground. (So minVertex.Y = 0). The BoundingBox has a constructor that takes a List of Vector3s, but this would presumably mean iterating over every ModelMesh in a Model, reading out the Vertex data from the VertexBuffer and extracting the x,y,z values for each vertex... this seems rather long winded I've seen a lot of people talking about ...Show All

  • Binary Wave bank file is huge

    Hi! I need help on compressing audio files. Our game music is making our XNA game quite huge. How do you make XNA compress the sound and music for the game when you deploy Thanks to all of you! WilderLand wrote: That isn't entirely correct. You can compress the size of WAV files in XACT, it isn't as good as MP3 format, but it can pull down the size by 75%. Oh wow, I never noticed that. Thanks for the info. To help make your game music smaller; You need a tool that can resample WAV files such as 'Adobe Audition' 1) Convert your music from stereo to mono 2) Resample from 44100 to 22050 3) Use the XACT compression method as described by WilderLand Th ...Show All

  • beefeater 2D - Draw points on screen

    Hello, I'm experimenting with a 2D space-shooter type of game and need to implement a starfield. To that end, what is the easiest way to draw a single pixel on the screen I'd like to be able to do this using normal (positive only) display coordinates (ie: 0,0 - 1024,768). I'm not familiar with cameras/matrixes/transformations but I'm hoping I won't need all that just to do something as simple as this seems to be. Thanks! -newbie If you are rendering a point list with a BasicEffect, set the world and view parameters to Matrix.Identity and then set the projection to Matrix.CreateOrthographic(). I forget the parameters, but basically you specify your min X, max X, min Y, and max Y and Z clipping. For your ...Show All

  • mtfurious How to run my XNA game on another computer

    Hi there! I managed to write a simple XNA Windows game and I’d like to know : how can I have my friends actually play it on their computers Do I need any run-times or DLLs Thanks in advance, Carol Cheers, Makes sense, thanks for clearing that up. [moved to XNA forum] This would suggest that you do not actually have DirectX9.0c properly installed. The issue is confusing becuase Microsoft ship DirectX 9 core files with the operating system and therefore people will tell you (or you think yourself) that is is intalled. However if you install from the web installer ( http://www.microsoft.com/downloads/details.aspx familyid=2DA43D38-DB71-4C1B-BC6A-9B6652CD ...Show All

  • farkbert big problem

    hello everybody. please help me how i can learn text lenghth in pixels without gdi+ and one more question, how i can learn Z cord from .x p.s. sorry for my bad english You really have to give us more context. Are you working in DirectX, where the concept of "pixel length" doesn't really apply, or in GDI+ What are you trying to write If you're trying to write a 2D game, you should look at the 2D game samples you can find using XNA, or use the "Simple 2D" sample from the DirectX Sample Browser if you're using Managed DirectX. i'm work with directX. i'm trying to write UI(user interface), EditBox. I need to draw cursor after text, so i need to learn position of end of text. And ...Show All

  • james_cline_ I need Path-Finding

    I am currently working on an RPG using XNA and I was wondering if anyone has implemented a shortest path algorithm on XNA. I need some shortest-path collision-avoiding code that I can use on a grid. I have looked at A* and Dijkstra's algorithm, but I think both may be outside my capabilities as a programmer. Any help is greatly appreciated. Thanks for the algorithm. I think I may be able to get that working. Right now I am working on a way to determine the cost from each square to each other square. Jon Watte wrote: Pos p = startPos; Pos g = theGoal; PriorityQueue<Pos, Cost> open = new PriorityQueue<Pos, Cost>(); Set<Pos> closed = new Set< ...Show All

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