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Software Development Network >> Game Technologies

Game Technologies

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Questionable Design?
Issue with far plane distance vs. radius in a camera component
XInput Common controller 32 bit wont install
moving sprites with vector
Maya objects with scale *=-1 import with front face culling
Game Creator Club
Xbox 360 display modes
bounding box with 2d
run Direct3d samples without sdk
Render transparency with shaders

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  • grprk RenderTexture?

    I would like to be able to render into a texture under DirectX9 i made a simple RenderTexture class however I am not sure on how to tackle rendering to a 2D texture under DirectX10. My first puny attempt seems to fail when I create the render target view using CreateRenderTarget in OnCreateDevice10, the methods BeginCapture are used to start rendering to a texture a to restore render target, respectively. Any help is much appreciated, /// class member data ID3D10Texture2D* md_pMap; ID3D10RenderTargetView* md_pRTV; /// render target view ID3D10RenderTargetView* apOldRTVs[1]; ID3D10DepthStencilView* pOldDS; D3D10_VIEWPORT OldVP; HRESULT CRenderTexture::OnCreateDevice10() { HRESULT hr; D3D10_TEXTURE2D_DESC dt; dt.Width = 25 ...Show All

  • Alexei Moudretsov Disabling mipmap and mipmap question.

    I wish that my shader will not use mipmap, however, I get a runtime error when trying to set MipFilter to anything but Linear. The error: "Index is required for state MIPFILTER" I tried to set sampler state parameters, but it didnt help. I will add the code for creating the texture and the shader code. My additional question is, why the hardware does not calculate the mipmap levels textures with anisotropic Also, what is the advantage of mipmapping is it only for better details or also performance Thanks for any help. p.s., is there a better way to present source code in this forum HR(D3DXCreateTextureFromFile(gd3dDevice, "crate.jpg" , &mCrateTex)); //======================================================== ...Show All

  • Tamim Sadikali Questionable Design?

    Granted, I'm only a hobbiest, but it seems that many of the samples in this beta just have some very poor design regarding encapsulation. Is it no longer one of the pillars of good OO that an objects data is private and exposed through accessors The code makes me feel somehow back in the good old VC20/C64 days when OOP was something very theoretical and games were coded like this. Things were put together in Basic and somtimes extended by some assembler-routines. And it worked pretty well....having loads of fun...... A lot of projects around at the moment are about clones of games from that time and SpaceWar is just like that. And we are talking about a beta version which lacks the content-pipeline-feat ...Show All

  • TMF The values used in the attempt to create the GraphicsDevice were invalid.

    Is this because my graphic card does not support shader model 2 I didn't even know of this requirement till I saw it on the readme file. Time to change my geforce4 Yeah, that did it. Thanks a lot! I'm getting the same error here at work..... card is an nVidia Quadro 2. lol.... not sure if its the shader model or what. Groovy. This is a bug. We're supposed to fallback to disable multisampling if it isn't available. I'll file a bug. According to my Device Manager, I have a Rage 128 Pro Ultra GL AGP. What should I have in order to create and run games in XNA AG Struan wrote: ...Show All

  • Leroyg Question about 'EffectParameter' class

    Given that the EffectParameter class is sealed I need to ask: any chance for future versions to take advantage of generics for methods like SetValue and GetValue I 'm not meaning to create a new 'EffectParameter<T>' class (what'd make it difficult for the 'EffectParameterCollection' class), but something like: GetValue<T>() or GetValue<T>(T dummy) -the latter to avoid the use of the static <T> when calling the method, instead of GetValueVector3() and so on (ditto for the methods that return an array). SetValue<T>(T value) , instead of overloading SetValue(...). That way it could be easier -for us- to implement a sort of "fx parameter mapping" technique as well as an 'EffectParameterHan ...Show All

  • Aing_d Questions about using xbox 360 controller on my pc.

    I have a few questions about using the xbox 360 controller on my computer. first of all, on the "how to test the xbox controller for windows" help page, it says when you run "joy.cpl" it should give you a game controllers window that says "xna gamepad", mine just says gamepad (controller), does that matter i want to set my controls so that x = button1 instead of 3, a = button2 instead of 1 and b = button 3 instead of 2. is there a way to do this i've been playing madden 2003 with the gamepad and some issues i've had is that the controls keep resetting and won't stay the way i want them to. it also won't let me configure the right trigger and left trigger in the game, it doesn't respond when i press them. are t ...Show All

  • Mike Thurber 360 Dev do's and don'ts

    Hi, My primary platform at the moment is Windows, but I want to ensure I don't code anything that is going to cause alot of pain when I eventually get around to subscribing to the creators club and deploying to the 360. I've read a couple of articles on GC and other performance related stuff, but I wondered if anyone has any advice generally on what to avoid or if there are preferences in how ceratin things are coded (e.g. there are many types of storage, is one better than another for XNA specifically) that will mean the transition to 360 is as smooth as possible. Any thoughts or comments welcome! Cheers :) I think I found the culprit (or one of them at least)--lots of string.toLower() nonsense. I have ...Show All

  • Lawrence 007 Redraw

    Hello, I am looking for some font support. I would like implement a chat console. I found some support by help of images, but i want use standard font etc. .) Is it possible If yes, so how Thank you. I don't understand well. Do you have a sample code for better explanation.. Ok, thank you. I have used XNAExtras, but i want show a speed in my game, but i didn't found way how I can redraw('cause speed isn't constant) SpriteBatch or Font in XNAExtras, do you know how can I redraw it   At the moment there is no built in system for fonts, There have been some different approches though. XNAE ...Show All

  • Nickus Need a Mentor

    Hey I was wondering if anyone would be able to help me make a game with XNA I want to make just a simple little top down move car around game. But I can't figure out how to start (I did the tutorials) So I was hoping one of you fine gentlmen and women would be able to help me on msn or aim or somthing That way its live instead of continually posting back and forth on the forums. Thanks Very Much James Hi James, Until the beginner XNA books start to hit the shelves (probably in the May - June timeframe would be my guess), I would look to a lot of the websites that have online tutorials posted. XNATutorials.com any many others have either text or video tutorials that really do a pretty good job of intr ...Show All

  • EWANAME World to screen conversion.

    Hi. Something weird when trying to covert world to screen coordinates. Vector3 res = Vector3.Transform(worldPoint, Camera.View * Projection); I get the result vector with values greater than 1. Aren't the values post projection supposed to be clamped Both the view and projection matrices are valid (and are used to display on screen). Cheers Haven't used any of these methods yet, but I guess that if you give world matrix as identity then position should be in world space. If you use some objects world transformation then position is in object space. I guess. Seams logical enough. Hi You said that the ViewPort.Project method can be used, but when I use it i notice that the screen coord that ...Show All

  • Artil DirectX August 2006 SDK, installed now my keyboard has gone haywire!

    I just installed the latest SDK, and now my backspace, arrow, enter and return keys do not work, all other keys work OK!! This is just happening in VS2005, all other apps work OK Now I think this coincided with the install. I have uninstalled but still no luck, I am up the preverbal creek without a paddle If any one can offer some advice I would really appreciate this, I am on a deadline I could really do without this Thanks Julian OK sorted now: http://blogs.msdn.com/john_pollard/archive/2005/12/21/506433.aspx Julian ...Show All

  • Kevin Rodgers XNA GSE Language restrictions

    I've gone through the XNA GSE FAQ and I'm not sure I understand the decision in developing XNA GSE in a manner that doesn't allow it to integrate into Visual Studio languages other than the Express editions. Sure you can run C# Express alongside Standard, Pro and Team editions of Visual Studio, but I would suspect that a great many hobbyists (to which XNA GSE is targetted) have invested in at least Standard and even Pro editions. Won't these users be giving up extremely useful IDE features and coding tools because Express editions lack these features due to the nature of them being free products I honestly fail to see the logic in all this :) - Seef Seefer wrote: If you simply re ...Show All

  • Jim Ward DirectDraw flipping flashes on an LCD screen - OK on CRT

    I have a DirectDraw prog that draws a particle animation using a triple buffered flipping chain. On a CRT the display is rock-solid (i.e. no flicker or flashing). On a 60 Hz LCD or TFT screen such as a laptop though, the display flashes. It's like a flicker, although what I see is that about once per second the particles on the screen momentarily flash brighter. Maybe you would call it a flicker. Here's my pseudo-code: Lock the back surface: Lock(NULL, &gDdsd, DDLOCK_WAIT | DDLOCK_SURFACEMEMORYPTR, NULL) Write to back surface. Unlock back surface. Flip surfaces: Flip(NULL, DDFLIP_WAIT); I have tried different arguments to the call to Flip - e.g. DDFLIP_NOVSYNC (bad shearing), DDFLIP_INTERVAL2/3/4 (no difference). Both ...Show All

  • Codeme How can I pass Cubemap texture into Pixal Shader ?

    Q1: How to contruction a samplerCUBE in   .fx file 1. I import my static cubemap texture into content pipeline  TextureCube mySkybox; 2. In LoadGraphicsContent()   mySkybox = content.Load<TextureCube>("Contents\\skybox");   and now everything is ok. The question is  how can I contruct a samplerCUBE in myEffect.fx file   Q2: How to create a dynamic cubemap  Q3: How can I setup VC# express so that I can have HLSL language higt light when I  edit *.fx   in VC#   OK, I recreated the cube map so that it was of 1280X1024 and saved it as a DXT5 format and still got the same error, but I noticed that the stoc ...Show All

  • ProxyPro content pipeline and endianess

    Hi, I recently extended the content pipeline to support a file format I use for animations. I didn't really need any processing to be done on the data, I just wanted: 1) to be able to load my files with the ContentManager, 2) to let the base classes of the content pipeline handle byte swapping for me. Everything works fine on PC, I didn't get the chance to try it on an x360 yet, but I was surprised to see the binary file generated for the x360 was exactly the same as for the PC, except for the initial tag (XNBx instead of XNBw). My question was initially going to be about the absence of byte swapping, but I just found a thread where Shawn says BinaryReader/Writer always use a little endian format, so I guess the file being the same is actu ...Show All

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