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Software Development Network >> Game Technologies

Game Technologies

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can't build space wars; attempt causes VS 2005 to hang
Where do I find my Xbox 360's Connection Key?
Content Pipeline
Assemblies Not Referenced
Transparent textures in Spacewar
Video/Animation Playback
Packaging assets
Saving Files
Bug in Lights (MDX 2.0 Beta)
Single Solution - Multiple Project configuration help

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  • Solrac Otr Physic Based Games?

    Would I be able to create Physics Based Games on XNA For example a game where you can move around objects and also, could I make my own map on Marble Blast Ultra Also, here is a link detailing the release info of Torque X and the pricing info. If you have TGB, our goal will be to let you use a version of the Level Builder and export it into XNA :) What do you mean physics based You can make whatever you want, physics wise. You need to code it yourself, though. I don't believe Torque X actually COMES with GSE. I also don't know if the Torque Game Builder is going to support Torque X. I believe that Torque X is a standalone product that is NOT the Torque engine as most know it. Cale ...Show All

  • Keith Newton Tile Engine Tutorial Part 4!!! - Map Editor!

    We have just posted part 4 of our Tile Engine Tutorial by our own Kurt Jaegers! This installment replaces the current map array declarations with a simple map editor that will allow us to visually design and save a map using our tile sets. Part 4 also introduces to mouse input and control along with some basic text rendering... by the time you finish this tutorial you should be able to create your very own tile based map and save it... and reload it the next time you are in the application! http://www.xnaresources.com I've started working on Part 5... I don't want to promise what features it will have, but I've already added off-center avatar movement (so the player avatar can leave the center of the screen). I'm working on ...Show All

  • Prasenna How to you access parent elements from objects?>

    I'm new to C#, I usually use VB.net and I'm having trouble finding how to access parent elements from inside objects. For example, imagine I instantiate this object in my program: (Note the class is created in a separate text file from my main program) namespace XNATest5 { class Statistics { private int LastTime; private int FrameCount; public Statistics() { FrameCount = 0; LastTime = Environment.TickCount; } public void Update() { FrameCount += 1; if (Environment.TickCount - LastTime < 1000) return; Window.Title = "FPS="+FrameCount.ToString(); <---- doesn't work FrameCount = 0; LastTime = Environment.TickCount; } } } It seems I can't refer ...Show All

  • Vadimus Tile Engine Tutorial - Part 2

    We just posted part 2 of our Tile Engine Tutorial over at www.xnaresources.com ! This tutorial covers the following: - Updating the tile set handling to use a tile sets with transitions, etc.. - Adding smooth scrolling to the map engine - Adding a game screen overlay Here is a screenshot of the finished product: http://www.xnaresources.com/images/TileTutorial2.jpg Pop over and run through the tutorial: http://www.xnaresources.com   Would you explain this part a little better: I understand that you are getting the tile from an image with all the Tiles in them. // Draw the map for ( int y = 0; y < iMapDisplayHeight; y++) { for ( int x = 0; x < iMapDisplayWidth; x++) { i ...Show All

  • crino Little 2d help

    Howdy, Just a quick question for everyone. I have 2 64X64 textures that I want to use. One of them will be on top of the other one. For this I have a different draw height as the last parameter in the SpriteBatch.Draw function. If I change the first to 1 and the second 2 to I can see one of them. If I switch heights I can see the other one. I would like to see THROUGH the top one (except for the solid part) and still see the bottom one. I am making my textures with a magenta background and in SpriteBatch.Draw I am putting SpriteBlendMode to AlphaBlend. I thought this was supposed to make the magenta part of the texture transparent. Silly me! Anyways, if anyone could help me out on what im doing wrong I'd appreciate it. Th ...Show All

  • Kent Waldrop Fe08 Detecting device capabilities

    Hi. Now i'm trying to get the hardware capabilities, because one of my friend was trying to run an example that i give to him and the sample didn't work because his graphics device don't support: ' SupportsHardwareTransformAndLight' //(i saw that using MDX 1.1) So i want to modify the device creation to make it with 'GraphicsDevice.SoftwareVertexProcessing = true' but at this time i don't know how ask about the default device capabilities before the device was created. How can i do that thanks. Unfortunately, a very long call, but here it is: graphics.GraphicsDevice.CreationParameters.Adapter.GetCapabilities( DeviceType .Hardware).DeviceCapabilities.SupportsHardwareTransformAndLight thanks for your answer.. ...Show All

  • Paulnz Meshes, Shaders, Animations...OH MY!!!

    Hi Everybody. So far I've been really impressed with XNA and seeing stuff I create play on the X-360. I've had success creating a game in 2D and am now moving into the 3D realm...which consequently has led me to a few questions. First, for reasons unexplained ( $$$ ) I've found myself with copies of MilkShape 3D and Ultimate Unwrap 3D, and have managed to create a mesh that has an animated walk cycle, and then successfully imported and viewed it in a 360 project ( animation less of course ). So, now I'm at a crossroads, and due to my lack of experience I'm coming to you guys for direction to keep my expectations in check and find what reasonably I could and should do. Just a little background on myself, I've been doing C# bu ...Show All

  • Arda Cetinkaya Major Game and GameComponent class refinement ideas

    I've posted some extensive ideas on possible ways the core XNA game components could be refactored to solve some of the common complaints & issues I've seen discussed here. https://connect.microsoft.com/feedback/ViewFeedback.aspx FeedbackID=195718&SiteID=226 I'd really like to hear what other people think and perhaps start a bit of usefull discussion here regarding the direction the XNA Game/GameComponent/etc framework is taking. Personally I would like to see all the component "Draw" code refactored into a subsystem with sortable layers (with the consequence of giving up design time support), but I'm curious what other people think. Strange - I just signed in with my different (work) passport account and the link worked fine ...Show All

  • Dan Rough Tiling a texture?

    Hey, I have a 3d terrain system. The terrain is built using a heightmap image. Then I have a large texture that I paste over the top, this covers the complete terrain. I'd like to be able to dispose of the one large terrain texture image and use tiling and different layers for different tiles. (Texture splattering, I think this is called). However, for now I'll be happy with just tiling my grass texture over the top of my terrain instead of it automatically scaling. Can anyone point me in the right direction to repeat and tile my texture rather than stretch to fit Thanks Cool, I tend to use mipmapped dds textures, DXT1 for those without alpha and DXT3 for those with, although again this i ...Show All

  • yanyee Working with buffers in 2D

    Hello all, I've been trying to figure out how the system with backbuffers work. In all examples I have found people are clearing the buffer before they draw something new. graphics.GraphicsDevice.Clear(Color.Black); ...draw some sprites... graphics.GraphicsDevice.Present(); I guess that when you enter the Draw method you are working with the backbuffer, so the clear() and the sprite draw() will affect the backbuffer. After that you call the Present() to draw the recently made backbuffer on the screen. My problem is that this is not how I would like to do it in my case. Everytime I enter the Draw() method I would only like to add some new things, and not clear anything. The easiest way to do this is to not have any backbuffer at all, but I ...Show All

  • Neotech can't build space wars; attempt causes VS 2005 to hang

    I have Visual C# 2005 Express and Game Studio Express.  I've been working with random projects in 2005 Express and they compile and run fine.  I was able to build and run the "Your First Game" tutorial without any problems. I created a new SpaceWarWin project; this seemed to go fine.  But when I start to build it (F5, F6, ctrl+F5, right-click+build), the status output (lower left) says "Build Started...", but no build appears to actually start, and my entire machine slows to a crawl.  No freeze/hang, mind you, just everything very, very slow.  Task Manager shows 2005 Express as "Not Responding", and my CPU jumps to ~50% and just stays pegged there, though there's no disk activity and nothing apparently happening ...Show All

  • Neil Tippett keyboardState.IsKeyDown(Keys.Alt) -> bad index error

    Why keyboardState.IsKeyDown(Keys.Alt) report a bad index error We can't use this key in XNA Toni Ok, thank you very much, Toni According to this thread, it's a bug. ...Show All

  • nick5454 ContentManager & Texture Loading Problems

    Sorry if this may have been addressed, but I havn't been able to find anything about my particular problem. I am building a game development tool with XNA because I like its ease of use and it helps cut development time. I would like to be able to load a texture from any folder or network drive via the openfiledialog, but if I try something like : texture = content.Load<Texture2D>(openFileDialog_Main.FileName); I get an error: "error loading. file not found". I am still new to C# and XNA, so it could be a misunderstanding of how things are done. It would be great to be able to load textures like this as many artists keep their texture content in various locations. I am also trying the simpler method of : texture.fromFile(G ...Show All

  • Indigox3 3d cube plus basic shader rendering problem.

    Here is the code, i know it's full of improper techniques as I am currently trying everything to make it work. MDX 1.1 in C# express. Trying to draw cube with texture using .fx file. Very little of the texture renders, can't see any outlines or primitives rendered on the cube. The parts that do render flicker so i know i am "looking" at the cube.. Changing the number of primitives and primitive type renders different portions of the texture but still all wrong. Cube code: primitive = new CustomVertex.PositionNormalTextured[36]; Vector3 topLeftFront = new Vector3(-0.5f, 0.5f, 0.5f); Vector3 bottomLeftFront = new Vector3(-0.5f, -0.5f, 0.5f); Vector3 topRightFront = new Vector3(0.5f, 0.5f, 0.5f); ...Show All

  • i-developer Model Collision Help

    I read about another thread located <a href="http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=896421&SiteID=1">here</a>. In the first answer the replier states that a function can be written to detect collision of a model to a complex one such as a building. Could anyone please show me a small peice of code to make the cylinder that corresponds to the person(model) and how to see if it collides with the building Thanks There is no "small" piece of code to do that efficiently. Typically, you have to build a bounding volume hierarchy for the triangles in the building, and then sweep the collision proxy (tyipcally a capsule) through that BV tree. One awesome book wh ...Show All

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