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Software Development Network >> Game Technologies

Game Technologies

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Equivalent to OpenGL DisplayLists
Joining DirectSound to existing app
XNA Games OUT OF THE BOX??
Designers and Artist wrapper for the XNA API.
WinFX and XNA Framework
Will we be able to shared compiled versions of XNA apps?
Can you copy alpha channels from textures?
Exception on calling UnlockRect
Missile Commandeer
Game Levels like Quake?

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  • mokeefe DrawIndexedPrimitives problem

    Hi, I've got some polygons being drawn with the simple shader using DrawUserIndexedPrimitives(... This works fine on my main laptop with a GForce 7800 card, however I run into problems when I try and run on the same exe on my Samsung Q1 (Intel 915G card, dx9 compat with latest drivers and dx 9.0c). The problem is that it only draws polygons that are intersecting either the front or back clipping planes. DrawUserPrimitives however work fine. So I'm at a loss as to what I'm doing wrong. I've tried setting wire frame / alpha blend / scissor rectangles but still the same. Any ideas Cheers, Steve. This could be a bug in our product. We don't have a Q1 to test against, but I a ...Show All

  • fatihbil My First Project

    Anyone having fun with XNA I have my tetris clone coming along quite nicely.. http://str8dog.shackspace.com/NotmyTetris.png Right now its based on fixed time steps, I am struggling to wrap my head around how to let the game run real time and get the blocks to not fly down the screen. The spacewar example is awesome for picking up how to do various bits like sound, texture management and user input. Hell some of the classes I just swiped outright they were so easy to use. What have you folks been able to do so far Thanks to Mitch for answering my question on another message board. My tetris rocks! NotMyself wrote: Thanks to Mitch for answering my question on ...Show All

  • HiTech2k XNA Express beta 2 - can't load projects from beta 1

    I just uninstalled beta 1, installed beta 2 and I'm getting pumped up to give it a try. But it's not even letting me load a project from beta 1. Help! You might want to read this: http://letskilldave.com/archive/2006/10/30/Migrating-an-XNA-Application-from-Beta-1-to-Beta-2.aspx  a quote: "First, you can't simply open a Beta 1 project and get started.  If you try this, you will see something that says the project was saved with an incompatible version of XNA Game Studio Express.  This is because there were some fundamental changes to the structure of the .sln and .proj files in GSE.  Instead, you will need to create a new project and move the old classes/media on an as-need ...Show All

  • PhrankBooth Blitting?

    I've checked through the XNA Documentation, but there doesn't seem to be any way to 'blit'. For those of you unfirmiliar with 'blit': Blit is a way to draw something. For example, say you create a "Texture2D" variable, set the size etc... But the texture is blank. The normal way to create a texture to this is to load up a bitmap image with it through the ContentManager, right But what if you want to use a whole sprite-sheet with many images Back to the blank, say, 65 x 65 bitmap image, you obviusly don't want this 2D image of the player to be a whole 1024x768 sprite-sheet. So this is where I used blitting in other programs, it basically asks for the x, y co-ordinates, and the length of the bitmap and takes a picture from that x,y and 'c ...Show All

  • Mark 2334 Collision Detection and Rotation issue

    Hi, I am creating a pong game for my first game. I am having problems detecting collisions when i am using the Draw method of the spritebatch with the rotation parameters. if i use this code everything works great: //This method is in the Ball class called from update method protected virtual void CheckCollision() { if ( this .BoundingBox.Intersects( this .Game.Player1.BoundingBox)) { _velocity.X *= -1; _direction *= -1; } else if ( this .BoundingBox.Intersects( this .Game.Player2.BoundingBox)) { _velocity.X *= -1; _rotationdirection *= -1; } } the boundingbox property is implemented as follows: public BoundingBox BoundingBox { get { return new BoundingBox ( new Vector3 (_position, 0f), new Vector3 ...Show All

  • Enniobozzetti XNA Games OUT OF THE BOX??

    I cant make them work on a PC with just .NET 2.0 DirectX and the XNA Framework, it still needs the GSE and VC# Express, otherwise I get an error that the framework dll should have been installed into the Global Assembly Cache. I got the installer from your link and it didnt fix for me. I ran the filemon you linked and got some data but I still have to read through it, I`m not sure what I`m supposed to be looking for. actually, the latest is now feburary 2007 :) you have to install the .net framework 2.0 first. after that you should install directx 9.0c. if you installed directx befor the .net framework 2.0 there won't be any dx-assemblies. in that case you have t ...Show All

  • Interflex Whats the deal with DirectX being owned by XNA?

    How come when I go here: http://msdn.microsoft.com/directx/ I get redirected here: http://msdn2.microsoft.com/en-us/xna/aa937781.aspx Is XNA making a move on owning DirectX It seems after reading some basic information on microsoft.com regarding recent statements about XNA and its current goals I'm led to believe that perhaps the whole of DirectX is being cut up and fed to XNA. First DirectShow goes. Now I realize even basic support I had in DirectX 9.0c is not even supported in DirectX 10. Basically I'm gonna have to port a graphics app engine from DX9 to DX10 and have to include DX10, at least some DX9 headers/libs, the seperate DirectShow files, and if I want rumble support for my Wireless XBox360 controller for Windows I ne ...Show All

  • LucianBordea Strange lighting problem with ComputeNormals()

    The problem is as follows: I have three meshes: - a self-generated heightfield, with normals computed with ComputeNormals(). - a mesh loaded from a .x file, with normals computed with ComputeNormals(). - a self-generated sphere, with self-calculated normals The light source is a point light at 0/1000/0 Now, the sphere get's lighted correctly ... bright at the top, dark at the bottom, but the heightfield and the .x mesh are lighted opposite: dark at the top and bright at the bottom, though backface culling is done correctly. Anyone knows what may have went wrong Well ... it seems the problem has changed ... I took the .x mesh as reference for backface culling and lighting tests ... but now everything work ...Show All

  • lbc06 3D racer problem (collisions)

    Hi im trying to make a very very basic 3d racing game. Basically, ive spent hours trying to work out how to detect whether my rocket (the car) has left the side of the track or not. I cant work out how to properly use bounding boxes/bounding spheres in 3D and i dont understand how that would even work with a track with bends etc. Here is my source code for you to download and try and understand what I mean. Any help is really appreciated. EDIT - http://www.sendspace.com/file/6pcunk http://www.megaupload.com/ d=G6CLZF70 Or if someone could just explain how to go about working out whether the car has left the track or not What fuctions you should use or whatever. Music - aren't this worms Hmm even by l ...Show All

  • billqu How do I cancel my subscription to XNA?

    Okay, I purchased XNA from the Xbox Live Marketplace thinking that the launcher thats under memberships was all I needed. Now, I think it was all I needed, but I can't connect to anything to make anything. So, I want to cancel the subscription, but I can't seem to find any links or anything to cancel. Been a pro-dev 6 years.... Love XNA thank you.. =)... I have not seen a way to cancel... but give the tools on the PC a shot they are absolutely top notch... Gary200 wrote: It says "For pricing details and information about changing or canceling your subscription, go to http://msdn.com/xna/creators". So, where is it Hmm...I didn't know we told people to ...Show All

  • Yustme Hosting Souce Code

    Does anyone know a website where i can host the source code for my game . We will host anything you want that is XNA related... just send me and email directly at contact@xnaresources.com http://www.xnaresources.com You should have a look at CodePlex.com contact@learnXNA.com I are really looking components and other thing to help the community. But I can also host some games. Another good one is http://www.sourceforge.net There is also freepository.com, where you can get free CVS hosting. If you want nice logs and stuff, though, you have to pay for premium service. If you just want a place to store source, it's very cool. ...Show All

  • Tom K Not Using Vector2 in my 2D Game Engine

    I just recently changed, oh, about a 1000 lines of code in my game engine. Instead of using Vector2 for things like position and size, I decided to use floats instead. Does anyone else use Vector2's as their main position and size data types in their 2D game Right now, I have the code for both versions, and I'm trying to make entirely sure floats are the way to go before throwing one of them away. Any comments As properties, floats are more efficient than structs like Vector2 and more straightforward to manipulate. They also make the API look cleaner (if bulkier). They take up less space in memory, and they're easier to understand for people completely new to game programming. The reason I initially chose Vector2s is ...Show All

  • mmdawson1 AI Resources

    I'm reaching out to the XNA Community for some good (and free) information on Artificial Intelligence and/or pathfinding Anyone know any ...or if not free, some book recommendations Thanks for the great writeup schlrobe!  I may just buy them both now  :) I'd still love to hear from anyone that's read game programming gems recently if it is outdated. (no offense Hlubocky, I just want to be sure) One of the good resources out there is the www.gamedev.net groups on AI, you should find some links in the FAQ that might help. Also a quick search on AI on code project will also return some managed samples of pathfinding. Thanks. I'm probably l ...Show All

  • Ton vd Pol Destination pixel color problem

    Hi, I've got problem when I rendering to RenderTarget2D. For example: Source pixel: RGBA = 255 , 0 , 0 , 128 Destination pixel in RenderTarget2D: RGBA = 0 , 0 , 0 , 0 Makes: RGBA = 128, 0, 0, 128 Why is in new color mixed color of destination pixel which is transparent How can I do alphablending which looks normal like in Photoshop for example. I use AlphaTestEnable, but it works only when destination RenderTarget2D is empty. Can someone please help me Try reading the series of posts on alpha blending here . They go into great detail on how blending works and you should then be able to do what you want. Cheers, Leaf. ...Show All

  • ammard texture problem

    Clearly, HLSL has decided to kill me. I hope it doesnt accomplish that....lol anyway, heres the problem. I make one triangle, positioned at: X Y Z -0.5f 0.5f -2f 0.5f 0.5f -2f -0.5f -0.5f -2f and set a texture to it, with coordinates: X Y 0f 0f 1f 0f 0f 1f respectively to the vertices now, heres the shader im using: http://ccc.domaindlx.com/DSRPG/uploads/Pictures/SimpleMapEffect.fx and i get this WTF thing...it first looks like this when i run it(btw, its not a full screen app, i just copy pasted only the window's inside part from the screenshot). http://ccc.domaindlx.com/DSRPG/uploads/Pictures/wtf_0.png but then after about 2 second it just flashes (the triangle) and starts looking like this: http://ccc.domaindlx.com/DSRPG/upl ...Show All

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