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Game Technologies

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Debugging Problem
Managed DirectX Sprites: Is it possible to light them?
I think I need help revealing some magic?
Visual Studio 2005 Pro and XNA
TargetElapsedTime and Animated Sprites
3D Racing Game with XNA beta tutorial
XNA Download
General strategy question about XNA
Tutorials Thread
MathHelper - Trig methods, fast float math

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Answer Questions

  • micah1990 Something pretty cool!

    I'm reading the help files (yes, I do RTFM) and under the Framework Content Pipeline Concepts ... "During the initial build of the new content, the importer reads the native file format of the DCC tool and converts that data into supported Document Object Model (DOM) types. These types include strong typing for a variety of assets such as meshes, vertices, and materials." I use trueSpace for my 3D models, so I could conceivably write an importer to read the .cob files directly instead of saving them to .X or (if supported) .fbx! One thing I'd like to do is have named nodes in the mesh to serve as connector points for other meshes. I vaguely remember seeing an XNA video with a spaceship and a cube, some code written, a ...Show All

  • Nishith Shah Loading a Model from a List<> problem?

    Hi, I`m storing info in a list which I`ve written: List < float > mapList = new List < float >(); I`m storing mapList[x] = `ModelName`, mapList[x +1] = `ModelpositionX`, mapList[x +2] = `ModelpositionZ` amongst others. ..and would like to. DrawModel( mapList[x], Matrix .CreateTranslation(mapList[x +1], 0, mapList[x +2]) ; Which gives the error: Error 2 Cannot convert type 'float' to 'Microsoft.Xna.Framework.Graphics.Model' : for mapList[x] above. Is there anyway I can convert mapList[x] so its accepted I`ve only just starting with lists and arrays, which one would be better for the type of thing I`m doing above Any information on any of the above would be great. I`m off to read up some more. Tha ...Show All

  • kinny_k How to render alpha blended textures on a Model?

    I have a 3D model with a texture applied that contains alpha information to make parts of it transparent. How do I go about rendering the model with the transparency I've figured out how to render the entire model translucent but not how to make a specific material on the model translucent in accordance with the alpha values of the texture used by the specific material. Is there a way to do this What are you talking about is a classic problem when dealing with blending in 3D. The problem is that even though the object you are drawing is translucent, if a given fragment passes the depth test the new depth value of the translucent fragment is still written into the depth buffer. Consequently, even though the object is translucent, o ...Show All

  • xluna A Couple Of Worrying Points From The EULA

    i. Personal Use. Use of any programs developed for the Xbox platform using the software is restricted to your personal, non-commercial use. So what happens to this so called "YouTube of games" if the restrictions imply that we can't share them. I also thought XNA GSE also had plans for being able to sell your games over XBL too (I picked that up from somewhere). ii. Distributable Code. You are not permitted to distribute the Distributable Code for programs developed for the Xbox 360 platform. I'm unclear to what this means, it almost seems we can't give out source code, please elaborate on this. " ...if/when we come up with a better system..." I do trust, but do you have to sa ...Show All

  • Joao Pinto Creating/Destroying an object.

    So, I was working on a new update to my game, when I realized that I have no idea how to create or destroy an object outside of the beggining of the game. I've been looking through tutorials, but so far I haven't found anything useful. Can anyone tell me how to do this, or link me to a tutorial on the subject I'd be most grateful. :D I want to create a powerup object that when collected causes an effect and is then destroyed. I want it to be created at random throughout the game. Is that a good explanation I've rarely seen an instance where you need to force the GC to do a collection. And for something like powerups, it's doubtful that you'd have so many of them that ...Show All

  • AlpanaDhole editor directly accessable inventory limited to 602 entries of buildings.csv

    The editor can only access 602 entries from buildings.csv directly; entries beyond that are ignored.  How can this be changed To be honest they were just probablly picked. There may have been a performance reason, but probably not as important for this game on machines now. I found a solution but I would like to understand why the original entries had been coded like they were. It works if you change three lines in ...\source\editor\editorinterface.cpp to: if ( currentBrushID >= IDS_OBJECT_200 && currentBrushID <= IDS_OBJECT_200 + 1200 ) if ( currentBrushID >= IDS_OBJECT_200 && currentBrushID <= 43000 ) if ( specificMessage >= IDS_OBJECT_200 & ...Show All

  • Stan B JIT register allocation and bounds checking

    A few questions for Shawn or one of his buddies: 1/ Does the register allocator used in the XBox JITter use all of the available scalar floating point registers If not, how many can it deal with 2/ Does the XBox VM ever skip array bounds checking, and if so under what conditions 3/ Presumably there are no bounds checks when using unsafe code and pointers 4/ Are the method inlining limitations of the CF VM mentioned here still applicable to the XBox VM - especially the one about not inlining any method with floating point arguments or return values (yikes, that would be all floating point setters and getters!) Andy. 3/ Unsafe code is fine on the XBox. Really Have you tried it If ...Show All

  • EastShores Where to Find XNA Documentation, Including Tutorials and Samples!

    Hey Everyone, The XNA Documentation team wants to let you know that in addition to Spacewar, some great tutorials and "how-to" type articles - including full working source code - are available for you to read and play with! You get them when you download and install XNA Game Studio Express (Beta) - here's where to find them: Start Visual C# Express, and click on "Help" in the menu bar. Select "Contents" from the menu that drops down. This will open up the help viewer. When the help viewer opens, you'll see an "XNA" category. Expand that category, then expand the "XNA Game Studio Express" category under that. You'll find: Frequently Asked Questions Getting Started (co ...Show All

  • alex china XNA with 360 Remote

    I have a Xbox 360 wireless remote with the usb adapter I was wondering if I could use it for xna games on PC. If so how would I go about doing it thanks ok thanks any idea if it will ever be supported The Wireless 360 controller is not currently supported under Windows. There are a few posts about it on the forums with more detail, including that you would need an adapter for it (the plug in part is for charging purposes only and doesn't make the wireless controller communicate in a wired nature.) I'd imagine having the remote for your game would really limit your audience. Is it going to be the primary means of controlling the charact ...Show All

  • bluexx Scrolling 2D Background XNA Tutorial Question

    I posted this in another thread and was given alot of help, and told to make a new thread. Please see below: A small FYI and a question from myself as I start to go through this peice by peice. (code is placed inside of [code] blocks just for easier reading, and incase the forum contains the ability to make it look nice.) I followed the tutorial and ran the created code with an image that was 800x600 and noticed that the peice was about 1 inch to far from the left. There appears to be a small typo in the tutorial: [code] // Set the origin to the center of the texture. origin = new Vector2( mytextureinfo.Height / 2, mytextureinfo.Width / 2 ); // Set the screen position to the center of the screen. screenpos = new Vector2( scr ...Show All

  • Pranav Garg Porting the engine (written in C++) from DirectX 8.1. What are my options ?

    I`ve got a 3D engine used in my previous and upcoming online/budget PC games that I wrote by myself from scratch during last several years. However, I would like to port it to XNA since that would give me another platform (XBOX360), since that`s what most of distributors would like to have (multiplatform title) these days. Plus, all games/demos that I would create would then run on both platforms, which is a fantastic feature in itself, and a great negotiating factor with distributors/publishers. Will XNA support ASM shaders natively, or will I have to rewrite those in HLSL I`ve got a pretty huge set of ASM shaders handling lighting,animation,decompression and lots of other stuff. But, from what I`ve read so far, it seems I`m goin ...Show All

  • Minherz ... TRIDEX VB.NET dimistified Can it be done YES YES YES YES .............

    ok guys and girls a lot of people think you cannot use vb.net with XA, well either I am crazy or I am a wizard, it can be done the same way you do with c#, I have code for all the vb.net users who wold like to try it on my website, http://www.tridexconsultants.co.uk/pages/DirectxClasses.htm I am just waiting for the conetent pipe line stuff to get some animation into the models!!!! Every thing can be done including creating game components e.t.c, No secret to refrence an Assembly!!!! ... Tridex... hopefully the 'magic word' here is future.. but when is probably anyones guess as they are just in the BETA for the c# version. Tridex wrote: ...Show All

  • Carl Daniel Sound is choppy in beta2

    I noticed that the sounds in beta2 are choppier and sometimes don't even play when they should.  Were there any major changes to beta2 sound that I should know about nnniiiice! so it looks like soundBank.PlayCue() replaces soundBank.GetCue().Play() from beta1. Thanks Shawn On a side note, now that sound garbage collection is fixed, should we still be calling audioEngine.Update() I've noticed this too, but instead of choppy, my sounds get cut off before they are finished playing. Sometimes they are cut off so soon that the sound is not even played. What's up with that Yes, you still need to call Update. I don't earn differences calling audioEngine. ...Show All

  • RSUser08 Numeric performance on 360

    A question for the framework/VM guys... I have ported one of my simpler benchmarks to the 360, and find that the numeric performance is running 5x slower than my 2.8GHz P4 desktop. Now I was expecting a drop in performance on the 360, allowing for the difference in CPU implementation (in order execution / branch prediction etc), but nothing like this magnitude! The benchmark simply transforms a source array of Vector4s to a destination array of Vector4s, using a 4x4 matrix. Have you guys done any benchmarking of pure numeric perf, and if so is this in line with what you get Andy. Is that multi-threaded in any way I'm pretty sure the Compact Framework does pr ...Show All

  • clint 2 How to import a 3d Model in XNA framework?

    Can anyone explain me howto import a 3d model in an XNA project In which format I have to export my model from 3ds max 7 It fails! it gives the following error: Mesh format clone failed :-( Alright, heres a new version: Updates: .swm now contains vertex format string more verbose error descriptions Get it here: http://astaroth.beatbuggy.net:8080/Downloads/x2swm_1_0_0_1.zip The SWM is fairly simple. Here's how its structured: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=685166&SiteID=1 As far as I know, the current BETA has no loading routines for 3D modell formats. It seems they are part of the content pipeline which will be implemented later, so you must write your own mo ...Show All

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