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Software Development Network >> Game Technologies

Game Technologies

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Need Info On The Basics
Single letter prefix before a variable
and then, it ALL broke!
Potential DX10 Hardware Problems [and blurb]?
getting actually used texture information from a .fx file using DX9
Help needed with Spacewar Disaster
I need to create a mesh from scratch
Game Creator Club
loading compressed files such as zip, rar,pk3, etc
Sprite is not transparent

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AntonioP
edralph
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K. Ravinder Reddy
Helen Cool Granny
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  • fhunter Volume textures!

    There is Texture3d, but the content pipeline doesn't support volume textures. That's great! Now the main thing I wanted to do with XNA can't be done because volume textures aren't supported. More and more it feels as if this product should've had one more round in a beta cycle. That or they have to get XNA 1.1 out the door soon! Wonderful API, but it needs some polish. Thanks for the quick reply! Understand the pain of not being able to put everything in there. But please tell me what kind of release schedule are you planning for XNA. Will there be frequent update releases like with DirectX or will nothing happen until XNA 2.0 in two years Oh and I am in no way disliking XNA. I think it rocks! Just a ...Show All

  • Speedie Sample Point-and-click game

    Hi all, Like a lot of you, I am new to XNA. I want to create simple point-and-click adventure games to share with others, but would need some help getting started. My request is if anyone can take an hour or so of their time and code a sample game that will fufill my game requirement. This does not need any fancy graphics or sound, I am more interested in the code and will learn from the sample provided. Simple old fashion point & click game (similar to Full Throttle). Requirements: 2 scenes, one main scene with a door that lead to second scene. Door is locked. (no actual background needed, but it would still be nice). Movable object to represent game hero (can be a square box for all I care). 1st scene contain 2 obje ...Show All

  • Cordell Swannack Is there much to download on the Creator's Club yet ?

    Think this is the best place to ask, apologies if not. I've been interested in XNA for a couple of months now, plan on starting to learn to code myself pretty soon, before signing up for the Creators Club subsciption I just wanted to check if there is much on there to download at present or if I'd be better off joining in a couple of months time. Thanks. PS. Is there a site where available content is listed Most XNA PC games will convert over to 360 projects with little problem if the PC version didn't use anything not in the Compact Framework for the 360. I haven't had much problem converting the small projects I've done. I'll be releasing one later today or tomorrow. Dagfari, that looks ...Show All

  • Shawn Rheal Can I extract SpaceWar's sounds and/or see them in XACT?

    Hi, I'm a total beginner with audio, XACT, etc. I was hoping to be able to open up the SpaceWar audio files in XACT to see how everything is laid out, and also use some sounds from SpaceWar as placeholder sounds in my own game. But the SpaceWar project (like the games people have posted to the net) only has .xgs, .xsb, and .xwb files. I haven't found a way to pull these files into XACT -- is there a way Basically, if I'm starting from just a xgs/xsb/xwb, can I browse and reuse any of that content Or are those pretty much write-only file formats from the authoring perspective Would it have helped if the xap file was available Thanks, -Mike For the beta, it's fairly limited to what you can do ...Show All

  • ftbx Deployment and XML Content

    I have been looking but have not found information on the deployment process as it applies to my app. I have a Media folder in my project in Visual Studio Express.. It has many subfolders. The texture, Shader, and Sounds all get exported to the "deploy" folder automatically and get deployed to the xbox. However, here is my problem. All my other folders custom mesh format folder(binary), Skeletal structures folder(binary), and XML settings files in sub folders get completely ignored on compile and export. (When The process puts the files into the deployment folder (at compile time) and also ignored when sent to the XBOX. ) What am I doing wrong All the files are in the project but anything that is not turned XMB gets igno ...Show All

  • sascue Data alignment on GPU for vertex data

    If the data alignment (to float4) is critical for constant buffers, why this problem seems not to appear for classical vertex buffers Did the driver "convert" the vertex buffer (with CPU alignment) to GPU alignment before using it What is the possible impact on the vertex structure size Are vertex structures are also aligned to float4 on a GPU Another way to formulate the same question is: if I fill an array of vertex structure on the CPU (to be transmited as D3D10_SUBRESOURCE_DATA on creation), is the size of this array the same on the GPU, or will it depend from on the data organization in the vertex structure In the later case, please describe the general rules for data organization to follow in vertex data structures ...Show All

  • LazyGenius Tiger Model Textures don't look right...

    I've been having some problems with textures and the content pipeline. I've tried exporting some textured objects and the textures seem to repeat a small section over the whole model. As a sanity check, I decided to load the Tiger.X model from the DirectX SDK, and it seems to exhibit the same problem. What exactly is going on here Okay, I don't have the code in front of me right now, but I'll post some source and screenshots tomorrow. It's actually kind of a relief to me that it probably means it is something I don't understand as opposed to a bug in the processor. :) Sweet! Thanks! Yeah I was drawing some other meshes but that apparently wasn't the problem ...Show All

  • SCWilson Threading - WaitHandle

    Hi, I thought now might be as good a time as any to try and get a grip on Threading in .Net and specifically for the 360. I've been having a a look at the "How to: Use a ThreadPool" article that is linked to at the bottom of the "Thread Pools in the .Net Compact Framework for Xbox 360" article in the XNA Help. The only problem with the example code seems to be that WaitHandle.WaitAll(...) does not exist on the 360, but does under Windows. WaitHandle on the 360 seems to serve no purpose at all as it's only methods are Equals and ReferenceEquals... so I'm at a loss really. If we kick off a load of threads in the constructor of our entry class what is the best way of waiting until all the threads in the ThreadPool ha ...Show All

  • Bob Reinke August 2006 SDK is available

    Direct link to the download page If you are interested in Direct3D 10 development I have assembled a short list with change. ...Show All

  • MLyons10 Assign to Vector2?

    This is probably an easy question, how do I assign to a Vector2 This was my first bad guess: Game1.Players .Position = (0f,0f); but it didn't work, I know I can assign to the .X and .Y of the Vector2 but I want to do it in one simple step. Also can you do it without creating a new Vector 2 Cheers Alfons You could position.X = x; position.Y = y; Technically it's two lines but it would be on one visual line. AlfonsAberg wrote: Yes, the player object is already created, and position is a Vector2 field in that object. Why can't you just assign a Vector2 with 2 floats and this is what my method would look like, seems like an unnecessary step: privat ...Show All

  • JohnCronin multichannel audio

    Hi there, I'm wondering if it is possible to program a soundcard with e.g. 5.1 option as if it had 6 mono channels. I already tried faking it with directsound3D but with no success... I wan't to be able to play a sound on e.g. channel 1 and 5 (frontleft and backright) but not on the other channels. If this is not possible using directx anyone got an idea on what else to use I think this must be possible ONE way... Thanks in advance, Patrick vjFlexx wrote: I'm wondering if it is possible to program a soundcard with e.g. 5.1 option as if it had 6 mono channels. You'll want to use the standard Windows multimedia functions in the Platform SDK. You'll either need to use the old WA ...Show All

  • adurling Trying to load an Effect, file .XNB not found.

    I use a basic shader class to load an effect to use for my objects, but when i use [code] Effect _effect = loader.Load<Effect>(_path); [/code] I've got a file not found error. In the details of the error it says that the path/file couldn't reach the .XNB file and i'm supposed to load a .FX file Thanks for your rapid answer Hey, I just resolved this same problem. Stuff to check: You're not appending .fx to the filename (it'll auto-compile to .xnb) filename.fx -> Properties -> Build Action : Content filename.fx -> Properties -> XNA Framework Content : True Well I got my old project finally working on XNA 1.0.  ...Show All

  • sashag Bones and X Importing

    Hey all, Took a look around and couldn't find a post about a similar problem on the forum, and just wanted to know if anyone encountered any problems importing an x file that included a skeleton, I created the following test animation (forget the animation at the mo, it doesn't seem to get past the importing stage let alone processing) of a cube in Maya 7, importing it using the directx X importer plugin for maya from the august SDK (the december one crashes everytime i try to use it, and i have yet to try the february one). When i so much as add the x file to my project, without referencing it in the code (so all it goes through is the content X importer and default Model XNA processor) and try to build it returns the error: 'Error 8 Vert ...Show All

  • ToN.x Vista allows What versions of DirectX?

    (split from http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1221168  to make a new question) It is interesting that you say that because I am testing a VB6 app that was working fine on XP and below but now fails on Vista when it tries to create a DirectX8 object, specifically Set oDX = new DirectX8 throws Error 429, ActiveX failed to create component. Running in XP SP2 compatibility mode does not work either. I would be really grateful if anyone has any ideas on this.  I also tried running the latest DX9 redistributable because I heard that was providing backward compatibility, but to no avail. Thanks. I'm currently searching for a solution to the exact same problem ...Show All

  • Kwellens Draw 1 Line?

    How can I draw a single line in XNA LineList dosent seem to work with a single line. Here is a simple class that should draw a single line(rest of the code missing). It gives unexpected results. If I increase the number of primatives in the DrawPrimatives call it draws more lines, even though I sent the buffer only 2 vertices. It must be using old data from the buffer. Can you just draw a single line Thanks public class Line : IGeometry { public VertexPositionColor [] vertices; private VertexBuffer vertexBuffer; public Line( VertexPositionColor vertex1, VertexPositionColor vertex2) { vertices = new VertexPositionColor [2]; this .vertices[0] = vertex1; this .vertices[1] = vertex2; } ...Show All

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