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Software Development Network >> Game Technologies

Game Technologies

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Should I use Object Oriented programming for games?
DXUT_Dynamic_D3D10CreateDevice() fails...
XNA has it's own GamePad DeadZone?
joystick
Game loop and update
Troubles with D3DXSaveTextureToFile
Help please
problem after collision
XNA Game Launcher On Marketplace!
DirectX Direct X Texture Tool

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  • needToLearn .X importer for XNA - XSI user needed!

    http://www.myjavaserver.com/~jonathanf/stairs.x This .x file displays correctly in the DXviewer as a staircase. However, when loaded into xna it is merely a cube. What gives The staircase was made using XSI Mod Tool and exported using the default .x exporter. ~Jonathan Crenna wrote: Can you provide a link to the native XSI Mod Tool file I believe the issue stems from the exporting function of XSI and not from the content pipeline handling the format. I know that there are well-known issues with the .X exporter, and that you can run into problems with multiple UV maps. Your .X output file will display in DXViewer.exe but it won't import into other 3D packages. I know this screams 'workaround', but ...Show All

  • qrli Any ideas on why Nvidia fxComposer won't run for me?

    I've been trying to get fxComposer to run but at startup I get a message box that says "Pointer create failed: IID_INVPlugin." Following that, another message box that says "The Exception Breakpoint A breakpoint has been reached. (0x80000003) occurred in the application at location 0x7c901230." I have an ATI Radeon 9800XTPro card, but their FAQ says it will work with any gpu. I've emailed them more than once but haven't gotten a response. Thanks in advance. Make sure you are using the latest version of fxComposer and ati drivers. Also you may want to look at other programs that were active at the time of the error. I have seen workarounds that you have to make sure that other ...Show All

  • flandercan Free Development help for your XNA Project

    If you have an XNA related project that you need help with or would like to help out with existing XNA projects, checkout   http://www.thexnaexchange.com . It's an open community with no fees to post projects or join as a freelancer.  Thanks, email support@thexnaexchange.com  with any questions. Thanks for the feedback. The Phone and Address fields have been made optional. Additionally, if supplied, the phone and address would only be displayed to the project owner and project developers of a specific project, not to the public. That's cool and all, but I'd prefer setting up a team to do a project over irc or something simila ...Show All

  • Evan Hennis What's difference between Express and Professional?

    I've installed the Express edition beta 1, but I have interesting to the Professional edition. I thought the Professional edition should have more classes than Express edition, but I've never seen any documentation to compare the class library of each edition. Could you tell me the differences of them, particularly about class library Or I'd be happy if I could find the reference manual of XNA Game Studio Professional on the net. Thanks, Hayashida What features would that have What I'd like to see is something between the Express and Pro ones, kind of like Visual Studio Standard, (which is what I have,) is compared to VS Express and Pro. True, it is free, b ...Show All

  • Thibaud 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 Do you try : position = new vector2(X,Y); Is there a performance difference between using... position.X = X; position.Y = Y; ...and... position = new Vector2(X, Y); ... There shouldn't be any difference in allocation on the heap because Vector2 is a struct and structs are allocated on the stack (so no GC problem with the Xbox360). But is the compiler able to allocate directly to 'position' rather ...Show All

  • AlainF D3D10 date

    has D3D10 an official launch date yet and the video cards with D3D10 support, how much are they gonna cost (aprox.) Direct3D 10 will launch together with Windows Vista. The price for Direct3D 10 hardware should be the same as for new graphic cards in the past. From everything I have heard so far (talked with Richard Huddy lately) the hardware vendors will not wait for vista. This makes it highly believable that they want to sell the next generation for the holiday season. Anyway the first D3D10 hardware generation is primary their fastest D3D9 (SM3) hardware with D3D10 support. Just to clarify Ralf's comment: The release dated for DX 10-capable hardware is _independent_ of the ...Show All

  • ItsMe!!! NoSuitableGraphicsDeviceException was unhandled

    Let me just say at the outset that I know nothing about C# (yet) and am trialing the XNA beta to try and get into it. I do know VB and some C, however. Once I had everything installed, I tried a few example programs including the Spacewar project, but I cannot run any of them. They build fine, but I can't run the .exe, and it crashes and asks if I want to send a report to MS. If I "Start Debugging" instead, I get the error "NoSuitableGraphicsDeviceException was unhandled" on the "this.GameComponents.Add(this.graphics);" line. I have no idea where to even start. Is it my install My PC My hardware The program I'm trying to run Once I know the environment is actually working, I can begin the learning! ...Show All

  • JohnnyR How do I load a 3d mesh (.x file)?

    How do I load a .x mesh into my scene The space game seems to use its own format (which it names .swm), and there's nothing in the help. I've been scanning through through the classes in the Framework namespace, but I can't see anything obvious! Is .x the recommended format for objects like this (If not, I change my question to be about the recommended format :D) If anyone knows anywhere that has some nice .x meshes I can play with, that'd be cool too. The only one I have lying around is a chair, and that's going to look a bit funny running around my game :D in my notebook (P4 28 ghz, ati readeon mobility 9700 ) the 'modern' spacewar run very slow :( The content pipeline is what takes a .x fi ...Show All

  • Evan Mulawski Can't create a TransformedColored mesh in MDX

    Hi, i'm trying to create a TransformedColored mesh using C# and MDX... for some reason it gives me error... it's at this particular statement.... opMesh = new Mesh(2, 4, MeshFlags.Managed, CustomVertex.TransformedColored.Format, OpDevice); Could someone please help me out... Thanks. P.S. i'm using Visual Studio 2005.... (no XNA as far as i know) ... Wessam Bahnassi wrote: They are not supported... You have to submit TransformedColored triangles manually through vertex/index buffers or DrawPrimitiveUP. What formats are supported for creating a mesh in MDX How can I create a mesh from code in MDX They are not supported... You have to submit TransformedColored triangles manually th ...Show All

  • YMaod Terrain & Terrain-Physics (intersection, dynamic slicing)

    Hi, at the moment i am wondering how to deal correctly with a terrain in XNA. For now i just have a static terrain model loaded from file. So i have an object (a buggy for example) and want to get some physics on it, therefore i need to check for collision with the underlying terrain. The collision with the buggy could be done with a boundingbox, but the terrain needs to be checked per face (3 vertices triangle) i think. But i cant find a way to check this. I think iteration throught all faces of the terrain would take to long for all objects in the world. How do other developers solve this problem So if I do it this way i will always need to calculate every object in the world each frame, no mather if its visible or not, is this th ...Show All

  • Hatticus DirectX and COM in C

    Well, I'm not sure if I'm at the right forum but I'm gonna try... I already have some experience at programming with C++ and DirectX but recently I got involved into a new project where I'd like to use DirectX and C. The problem is that I've never used COM before, actually, the first time I heard about that was when I started looking for infomation about C and DirectX. So, if anyone could help me I'd be very thankful. I need to know the basic of working with COM and how I can initialize D3D9 using that in C. I just need 2D resources. Please, i'm just another boring beginner so be patient with me, all right (excuse me for the possible English mistakes... I'm Brazillian anyway) I perfectly agree with yo ...Show All

  • dct-val No Fixed Function At All?

    Obviously, Microsoft (and the conspiring graphics card vendors) do not care enough about existing applications that rely on fixed function rendering to provide some level of intrinsic support for a fixed function pipeline. The DX9 fixed function pipeline is seriously limited in its ability to replace fixed function rendering done by OpenGL, but the complete removal is a serious snub toward existing professional applications. 90% of the professional modelling applications use fixed function rendering because it 1) fast, 2) simple to code against. Providing snippets of fixed function rendering is truely a cop out since the ramp up to getting this running in a reliable way is far more difficult than these snippets imply. A better solution ...Show All

  • arunvjadhav It's better to have XNA framework package without Game Studio Express...

    I'm not trying to say Game Studio Express is bad. I'm going to express that a standalone XNA framework can be more useful. The reason is that I doubt managing contents inside VS is a good idea for serious development. First, there're usually more than hundreds of content files for a game. This is not what VS solution intends to manage. At least, there's no search function. Second, contents are produced and tested by artists. It's better they don't bother to learn VS nor see the mess of source code. And it should be easy and fast for them to test a content without a rebuild. Third, version control systems are usually used in a team. Contents are usually large binary files. It's not always good to use the same version control system for both ...Show All

  • Brett Burkhart Have you written a tutorial that is compatible with XNA GSE v1.0?

    This is another call for tutorials that work in GSE v1.0. I already have several that have been updated from Beta 1 - Beta 2. Please let me know if you've written one that I am missing. http://xbox360homebrew.com/content/XNATutorialMasterList.aspx Hi -- Could you add my site to the list The first series (13 chapters) and the second (another 13 chapters) are compatible with XNA final. When I have ported my 3rd series (in about a week or so), my main URL will be on XNA, instead of MDX. Thanks! riemer I haven't had a chance to go through the couple I whipped up. I'll try to do so soon. I just got my first starter kit running on my 360 last night. It's been a busy week. Same here. I'll give them another quick ...Show All

  • pkv Simple 3D Cube using BasicEffect -- No shading/color

    I am trying to just create a cube using BasicEffect, not shaders like in the sample code for a simple cube in the help (see http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=687011&SiteID=1 ). However, I only see the cube as a flat grey hexagon -- no colors, no shading, not even the edges of the cube are seen -- only the flat grey against the background. When I run the above code, I do get a colored cube. I have an NVIDIA GeForce FX 5900XT, which does support Pixel and Vertex Shader 2.0+. I've messed with every effect method there is, so I'm not sure what I'm missing. Below is the code: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Frame ...Show All

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