Software Development Network Logo
  • Visual Basic
  • SQL Server
  • Windows Vista
  • SharePoint Products
  • VS Team System
  • Visual C++
  • Microsoft ISV
  • Game Technologies
  • .NET Development
  • Visual Studio
  • IE Development
  • Visual C#
  • Audio and Video
  • Windows Forms
  • Visual FoxPro

Software Development Network >> Game Technologies

Game Technologies

New Question

Free-moving camera?
XNA tutorial!!! PLEASE!
XFileLoader.cs
Retro game doesn't work, does it require a controller?
XML data file becoming corrupt for no apparent reason
PC deployment problem (may be off topic)
360 Dev do's and don'ts
space wars jerky?
Problem with RenderTarget2D SurfaceFormat
What does creators club include right now?

Top Answerers

doubletree
Enkht
sedso
minkee.s
auradog
Wellnow
engineer Ahmad
MoniDD
srfitz2000
meighlough
sitemap
Only Title

Answer Questions

  • Xp3ll3d Msg msg = {0}; syntax

    Hello! Can anyone explain me this strange syntax in first Direct3D10 tutorial Msg msg = {0}; Alex Nothing specific to Direct3D 10 with that - its regular C++ for zeroing out a POD structure as far as I'm aware. As you should be aware, an uninitialized variable in C/C++ tends to contain garbage so you dont really want to use it directly (the compiler will usually shout at you if you try). You may also come across similar syntax: Msg msg; ZeroMemory( &msg, sizeof( Msg ) ); Just be careful with non-POD types. I've made that mistake on a couple of occasions and it hurt... Cheers, Jack ...Show All

  • wmdpt Rotate an object

    I need am 2D object to be rotate 90 degrees each time a press down a key. What would be the best to do this. I have try to use TransFormatins of a vector but I can't ge it to work. Ok I see what u are saying and it will work. What I am doing is samething like this. When I Left_click on obj_0 it will rotate -90 or 270 deg and obj_1 and obj_3 will rotate + 90 deg. The sprite batch draw method has an override that will rotate the current image by a certain amount. Just create a new variable in your object to track current rotation and then increment that by 90 degress every time they press a key. Then pass that in to the SpriteBatch.Draw method. I know that. I n ...Show All

  • Montana47 Forcing GraphicsDevice creation before Game.Run

    In order to incorporate Xna into an existing engine without a lot of ugly hacks, I need to force the GraphicsDevice to be initialised before the program loop starts (Game.Run). Can this be done Assuming this isn't possible (as seems likely), I'd need to ditch Game and handle device creation myself. This looks straight forward enough, except that it requires a handle to a window. This is no problem in windows, but what about on the xbox 360 Is there some sort of factory available that returns a GameWindow implementation for the platform it's running on Has anyone manually created a graphicsdevice on the 360 I never ran the Game.Update or Game.Run and I am able to use the SpriteBatch.Begin, Draw and End ...Show All

  • Konstantin Gonikman Strange bug - My system or XNA?

    I'm having a hard time troubleshooting this one. I have a simple XNA app where I have 2 cubes rendered with different colors from an FX file and the camera rotating around them. Very basic. 2 weeks ago, all of a sudden the program still works but the colors never show up anymore. It's just the blue background with the cubes 100% black. A couple days later, without changing the code, the color comes back onto the cubes and everything working again. Now today, the cubes have lost their color again! WTF ! I have the latest video drivers using DX August SDK and XNA Beta 2. You can check my test project here: http://www.pepperboy.net/Bin/files/Rainbow.zip It sounds to me as if you're relying on some uninitia ...Show All

  • sugrhigh Draw without to use lock

    Hi, I would like to know, if it's possible to draw 3D graphics in DirectX without use locking vertices (IDirect3DVertexBuffer9::Lock ) I know, it's possible with Opengl . Thanks for your help okey dokey thanks a lot for your answers A good way to do it is to have a big vertex buffer that you grow only on demand. Then you can add/remove vertices from that buffer without having to recreate it every time. As for the cost of locking/unlocking. It's not that much. For a modeling app, I'd certainly use vertex buffers and deal with them as usual (lock, update, unlock) on demand... I hope to create a 3D modeler, so I have to alter/add vertex often. Are there other system ...Show All

  • Akuyume D3DERR_NOTAVAILABLE while build of first example in help how to do

    I used to code in pascal, cobol, assembly, basic, etc, but not C. From: Your First Game: Microsoft XNA Game Studio Express in 2D following along and doing the first build, I get the error above. I did not think I was calling the 3d engine only the 2d. I cannot find any help on the error, where to look, etc, except what is in the error window when you cursor over it. I cannot figure out how to copy the error in that popup window to look at it further. I know some dislike nubies, but please help if you know the answer. Its disheartening to type in only 6 lines of code and not be able to debug it! To say the least. Thanks OH OH OH, I figured out how to copy the error: Error 1 Building content threw InvalidOperationExcept ...Show All

  • Ludo-R How to draw an arc between two points

    Im trying to make an application in C# to draw an Visio Drawing. The problem is that I dont know how to implement the ElipticalArc statement in the .vdx file. Is there a way to draw an eliptical arc between two points and thru a control point with direct3d You know the x,y points you want the shape to go through. Fill in the x and y you know into those equations and rearrange them and you wil find out what the values are for x0,y0 a and b If this level of math is beyond you then you will not get much further with computer graphics. I would try to get an algebra and geometry book. Do you know any good algebra and geometry book Thanks for your answer. ...Show All

  • theFranz making a chess game

    hello everybody first I have a question would it be possible to to build a multiplayer game with c++ or XNA and witch one is better and I was also wondering if any of you played on the old MSN zone if its possible to make game rooms/lobbies so like 100 people can be in a room playing on chess tables. Thank you for any help it is very much appreciated Yes it is possible to do it with both. Which one people say is better has become more of a philosophical discussion. The true limitation of a project, either using XNA and C# or C++ with DirectX, is not with the language, but with the people involved with the project. Is it easy to do a project like you're describing No. Not with either of the languages. But possible Definitely. ...Show All

  • SEMAN Where in content pipeline does volume textures fail?

    Currently volume textures aren't supported in the Content Pipeline. So if I have a mesh that references a volume texture it will fail compiling. So, is it just a matter of writing a custom importer for volume dds files or is it all the way through the pipeline Will ContentManager.Load<Texture3d>(...) work if I just write the importer Say it is so...it is Christmas after all :-) You're kidding No, you're probably not kidding. And a clone of one would probably be fixed as well. In which case, I guess the only way really would be to create a completely custom class. That would be a pain. Though, I suppose at least the BitmapContent and even the MipMapChain classes are available to help out. ...Show All

  • ks06 Debug Console?

    I'm new to C#, XNA, and DirectX but I've been doing C++ and OpenGL for a while now so I'm not COMPLETELY new. But my question is how do i create a "debug console" in XNA (will be used on XP, not 360) By debug console I mean a command window( cmd in windows ) that outputs the information i specify while the game is running. It seems to me that the window that you are looking for is the immediate window. You can enter a command and look at the properties of an object if you need to. You get there from the debug menu->windows->immediate Hope this helps no one It is hard to tell with a new API tool and lack of best practices, but you can always append to a log text file. ...Show All

  • Thomas2054 Auditioning not working on Windows

    Using the XACT GUI, I have been unable to get anything to play through auditioning. I start and connect to the XACT Audio Console, get no errors, but the sounds just don't play. The in-game sound works fine. Anyone else experience this I haven't had any other problems with audio on my system. Audio works in other games I'm working on, as well as in the current XACT-based game. It's just auditioning in the XACT GUI with the Audio Console that doesn't work. I haven't used auditioning in-game, since I've had no need for that. My system has Realtek High Definition Audio hardware. I do see the "connected" message in Audio Console. The XACT toolbar does switch to connected. I get no errors. Does the ...Show All

  • Rahul Bee A few XNA questions.

    Now with XNA will you be making the game right in XNA, or do you like make it with another program using different code and then just use XNA to make it playable on the 360 Thanks! but do i make my game in XNA or somewhere else lol, I get tired of typing out Game Studio Express. Game Studio Express, which is the name of the product that allows you to do all this. You may want to check out the FAQ for it at: http://msdn.microsoft.com/directx/xna/faq/  Hope that helps! So I am using it to make my game You would be using XNA Game Studio Express to develop your game. XNA is a framework, not a development environment. ...Show All

  • KennyABC Managed Direct3D Mobile - Does not load a mesh?

    Hi. Am I crazy or Managed Direct3D Mobile does not load a Mesh I've found just an strange way to do this using the MeshLoader class from an MSDN sample. Thanks Is there anybody here working with Managed Direct3D Mobile Thanks ;) ...Show All

  • shade29450 Configuring build options

    Hi, Since upgrading to Beta 2, I started noticing my builds are taking longer. A quick look at the Output window revealed one reason: all the projects in my solution build every time. I'm pretty sure this didn't happen in Beta 1. At the moment, I've got three projects in my solution. Two of them are reliant on (have references to) the other one. I'm mainly working on just one of them and am only modifying source inside of it, yet every time I build, it rebuilds the other two projects which have been unmodified since the last build. The project that I'm actually working on has absolutely no references to one of the two others so I can't imagine why it would build that one. I don't know much about configuring this stuff in GSE, but I'm prett ...Show All

  • Lejing 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. I have a problem with the following function, I will post the code: D3DXMACRO Macro; Macro.Definition = ""; Macro.Name = ""; ID3DXEffectCompiler * EC; char c; EC = NULL; c = '\0'; D3DXCreate ...Show All

626364656667686970717273747576777879

©2008 Software Development Network

powered by phorum