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Software Development Network >> Game Technologies

Game Technologies

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Multiply Vector by 90 degree rotation Matrix
Reading the vertex data from the opaquedata in a content processor.
Game Component properties
reduced texture color depth
Xbox 360 Storage location/access
Loading Content After Device Reset
Artists Forum/Thread
Easy question - refer to base variable from a component
How to move, rotate, zoom 3D object
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  • collide Not possible to run executable from outside of game studio express?

    Hi, whenever I try and run my compiled .exe from either the debug or release folders the programs crash. However this runs fine from within the ide. I've sent the error reports but I was just wondering if this is a common issue Thanks, sorry was running from \obj rather than from \bin ...Show All

  • Muhsin Zahid Uğur RenderTarget2D rendered with garbage all over it

    Hi I've got a 2D project where the world is rendered to a 1024x1024 RenderTarget2D texture, then that texture is drawn to the backbuffer. It works fine on my laptop. On my desktop, however, the RenderTarget2D texture is drawn with an overlay of garbage consisting partly of a frame of a DVD I was watching on the other display. I'm clearing the RenderTarget2D texture properly, and everything is drawn properly, but when this texture is drawn to the backbuffer it receives a nicely alpha blended amount of garbage that covers the entire texture. So I can see everything rendered perfectly on the RenderTarget2D texture, it's just covered with translucent garbage. Sorry, I can't get any shots now. When I get home from work I'll get right on that, a ...Show All

  • Philip Wagenaar - Nashuatec Elapsed Timer Inconsistant?

    In working on my game I developed a throttler that runs off of elapsed time to handle problems I was having using keyboard input. Basically update and draw were appearing to detect the keyboard keys multiple times for each keypress (I am using the Input code from the spacewars demo). The problem is about every 4-5 seconds or so the elapsed time apears about double the float value it does every other time. Tracing out the data it seems most changes to the elapsed time run around 0.0125 seconds, with the occasional 0.025 second spikes. I know we are talking fractions of a second here, but the reusult is every once and a while I still get multiple key presses detected, and upping the threshold doesn't help until I move up to 0.5 second ...Show All

  • Dustin_H GPU "assembly" shader files

    I know how to load and compile C shader shource code into an ID3dXEffect interface. However, this mean I must have the source code with the program. What I want is to deliever the end user with only the precompiled "assembly" code of the effect, and not the source code. So, I would like to know how do I compile C shader source code into assembly, and load this assmebly into the D3DDevice. Also, how do I set global variables of the shader in this case Thanks in advance. Yes, you create the interface using D3DXCreateEffectCompiler(), then you use CompileEffect() to compile it into a buffer (ID3DXBuffer). Now you can store this data in an external file for actual effect creation lat ...Show All

  • voltagefreak 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 Since we don't know what XNA Pro can do (at least I don't and I doubt anyone outside the XNA team/MS does) you can't really say they've removed anything from DirectX. Also, the cost provides access to functionality that doesn't exist in DirectX. We ...Show All

  • flerida 2d graphics how to animate a sprite

    Could someone please post the source code that is needed for how to animate a sprite that is an example in the xna game studio express help that is in the programming guide section under graphics. Could you also please post a animated sprite sample to go with the code. I could not get that example to work. I tried to debug my program but the program stopped responding. Needless to say, I am not a programer and never used C# before. But I am trying to learn how to use the xna game express . Thanks. I have a tutorial on animating a sprite on my site. Here is the link. http://www.xnadevelopment.com/tutorials/thewizard/theWizard.shtml Basically, the tutorial covers making a character walk, duck, jump and s ...Show All

  • ambe Gamestate tutorial?

    Hi all! I am looking for a GameState tutorial for XNA. I searched this forum and found a nice tutorial on the subject. ( http://www.kalme.de/index.php option=com_content&task=category&sectionid=4&id=14&Itemid=26 ) Except that it's not using the XNA framework so there is alot of stuff in the tutorial that is already taken care of in XNA. If there is a tutorial about how to handle gamestates in XNA it would save me alot of time figureing it out by myself from the tutorial above. I am glad for all the advice I can get. Happy coding George Clingerman wrote: Hopefully I get a tutorial up on that at some point...so much code, so many tutorials, so little time :) QFT! thx u ...Show All

  • knuckle05 2D Texture Scaling Issue

    I have extended the SpriteBatch class to implement some basic Text rendering support. It uses an image of all the characters for a font, using the Bitmap Font Builder app, and scales the characters to the respective size needed. The base image was rendered at a font size of 100 and in XNA beta 1 looked very nice. When scaling down to small font sizes, less than 10, it would automatically blur the image when drawing. Since moving to beta 2 this blurring is no longer applied and the characters look rubbish, even the larger font sizes. My question is how does one get XNA to apply the blurring it was doing before when scaling images to smaller sizes I am only doing basic 2D rendering and don't have a lot of knowledge of DX. Another question w ...Show All

  • Philip Jaques 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 And apparently I'm unable to make edits to my posts. Anyway, the error is this (it happens at runtime): "NoSuitableGraphicsDeviceException was unhandled" on line 26 of SpacewarGame.Design.cs Hi Aaron What type of graphics hardware do you have 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. I tried that, ...Show All

  • tovarish cannot map expression to pixel shader instruction set?

    im writting a shader and it comes up with the following error: effect/simple.fx(102): error X4532: cannot map expression to pixel shader instruction set effect/simple.fx(130): There was an error compiling expression any ideas what this means it really doesnt like the noise function :-/ float sine_function( float Pos) { return 0 . 5 *sin(Pos* 2 * 3 . 141592653589793238 ) + 0 .5f; } float noisy_function( float Pos) { return (noise(Pos * 50 .5f) * 0 .2f) + 0 .5f; // <- line 102 } float4 PS(VOut IN) : SV_Target { float4 img = colorTexture.Sample(samLinear, IN.TexCoordA.xy); float scanlines = sine_function(IN.ScanFlash.x); img *= (scanlines * 0 . 1 + 0 . 9 ); //bronson edited img *= IN.ScanFlash.y; float4 noise1 = floa ...Show All

  • Barguast Issues rendering a triangle

    I understand this is beta and the docs aren't complete, but the docs are very limited. I'm attempting to render a triangle to the screen and am failing. I was hoping for basic code as was provided with MDX. Currently I get a cornflower blue screen but nothing is rendered. I've attempted taking the vertex declaration out of a using clause, and that did nothing. Any ideas I figure I must be missing some setting somewhere. Here's my draw function: protected override void Draw() { // Make sure we have a valid device if (!graphics.EnsureDevice()) return; VertexPositionColor[] triangle = new VertexPositionColor[3]; triangle[0] = new VertexPositionColor(new Vector3(-1.0f, 0.0f, 5.0 ...Show All

  • Jeanne P Release of XNA Game Studio Express

    Could we have more information about the releashe time In witch time zone I will wait until midnight GMT -5. Should a go sleep before and wait until tomorow I hope it can provide the address of download at here We'll be sending a email to everyone who signed up at the connect website as soon as it goes live. It will be sometime tomorrow (hopefully morning) I know everyone's really excited and we want to get it out to you. We are in the Pacific Time Zone here. Jim Perry wrote: If you're really dedicated you'll stay up until you have it downloaded, installed, and made a game. If only some of us were that good at game programming. personally I put off learning DX9 for the l ...Show All

  • Fluxtah Get the Direct3D Device?

    A quick search of the two XNA forums and the XNA Connection didn't turn up an answer. Is there a way to get the underlying Direct3D Device I found a nice GUI library for ManagedDX, but I need to pass the Device to it. may have to do with reference counting on the IDirect3DDevice9 pointer. Any idea how to fix it so I don't have to waste time I'd try disposing for Managed Direct3D device BEFORE disposing of the Xna device. I'd try disposing of it AFTER. If I was already disposing it, I'd try not disposing it. If you could isolate where the NullReferenceException was coming from that would help. Yeah, but I'm only doing it to get a GUI system during the beta ...Show All

  • PhoenixZero Where do I find my Xbox 360's Connection Key?

    Where can the Connection Key be found on my Xbox 360 to get it to connect with XNA That is awesome. I like how the developers are saying that it is going to be extremely expensive to make games for the PS3 because of how complex it is, and they will have to sell at least a half-million copies to consider breaking even, and many developers haven't even started making games yet... And Microsoft says "..hey kids, you can make games yourselves if you want! Here's all the tools, tutorials, and we don't even want any money!" Yeah yeah, I know there's a whole lot of difference between XNA games and your traditional studio game, but it's still funny to think about :) The new XNA beta let m ...Show All

  • Alex-MyRpg $(ConfigurationName)

    Hello; is it possible to use the $(ConfigurationName) variable XNA Build CTP, just like we can use global variables Another solution would be to define different variables per configuration. Any suggestion would be appreciated, thanks! Hello; That's it, I want to use that variable in some task properties, so that I get a different build result in each configuration, just like we would have different output folders in a c++ project for Debug or Release. Do you think it's possible right now Oh yea, here are a few links to help you out, let me know if you have trouble with something specific. http://msdn2.microsoft.com/en-us/library/ms164307.aspx http://ww ...Show All

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