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Software Development Network >> Game Technologies

Game Technologies

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Collision detection - Howto
Including textures in fbx export from MAX
Pool Game help totally stuck
Visual Studio 2005 Pro and XNA
Correct usage of Game.GameServices.GetService(<T>) method
that geowars effect...
I know I may sound like a noob, but... (mouse issues)
From Express to Pro
Finding documentation is strungout like an easter egg hunt!
Dream Build Play - partner in crime

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Answer Questions

  • tthellebuyck What is the meaning of loadAllContent?

    I'm not sure I understand the meaning of the parameter loadAllContent to the function Game.LoadGraphicsContent. According to the documentation it is: "true if all graphics resources need to be loaded; false if only manual resources need to be loaded." But what are manual resources Thanks in advance, Per Rasmussen.   Jim Perry wrote: Maybe it's just me, but it's perfectly clear they way it is. Why have two methods just to have two methods I suppose there's pros & cons. Here's a pretty good write up on the "con" side . On one hand your method can share setup/cleanup code. However, from a readability standpoint it's weird to come across " myGame.LoadGraphicsContent(fals ...Show All

  • agrimkid XNA (Maps from Text File)

    Hello, I'm coming across a big problem while attempting to make an XNA game. I have a resource with a Text File loaded into it with my map using "+" as the walls, however I'm unable to get my code working right. public Game1() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); // !!!MY CODE!!! Assembly asm = Assembly.GetExecutingAssembly(); Stream stream = asm.GetManifestResourceStream(@"Game1.maps.map01.txt"); List<string> map = new List<string>(); StreamReader sr = new StreamReader(stream); string line = sr.ReadLine(); while (line != null) { map.Add(line); line = sr.ReadLine(); } ...Show All

  • CharlieDigital Z-sorting trouble

    So I'm doing a 3D version of a boardgame and I've having trouble getting my tiles to draw correctly. I've got a class that is handling what should be drawn on screen during the phases of a players turn. Something along the lines of: GameBoardBackground.Draw(...) Foreach PlacedTile Tile.Draw(...) HUD.Draw(...) The tiles draw on top of the gameboard, and the HUD draws on top of the tiles which is what I'd expect. Unfortunately the tiles are drawn in the order that they occur in the foreach loop , so I end up with a bunch of sorting issues. My assumption is that I need to let the graphics device know I want that entire foreach loop drawn using z-buffer sorting and not explicitly sorted by order of draw call, but how do I do that ...Show All

  • Janetjyothi spacewars window displayed off-screen

    ive just got the spacewars starter up and run on xna but unfortunately its displayed half off screen. upon trying to move the aplication, what happens instead is that the image within the game is moved within the original off-screen box. anybody have any tips to remedy this issue Just note that the backgrounds for the ship selection screen etc will NOT automatically resize if you just change the resolution. I'd suggest setting the game to use fullscreen. I think you will find that the just released beta 2 will handle resizing in SpaceWar much more elegantly. ive got no mods, running on stanrdard xp with service pack 2. the problem is if there is a top-bar it is off the screen. minimising it and then full screening it br ...Show All

  • J. Wind Running builds

    Okay, I am a super newb so don't scoff okay. I just started playing around with XNA beta 2 and I have a small, but hilarious, problem that I can't seem to figure out. I am in the "Your First Game: Microsoft XNA Game Studio Express in 2D" starter section, and I am at the end of step 4. The text tells me to "build and run your game". I built it and it tells me that the build was successful, but I can't find the option to run the game!! Please someone, just tell me how to "Run" my build!!! For future reference, the toolbar "Start" button and the "F5" key are both shortcuts for the following menu command: Debug -> Start Debugging (F5) Note also that the Debug menu only appears ...Show All

  • Romantic_touch SpriteBatch Vs Sprite : 0 - 1

    I have created my own TiledLayer class, converting my old code. I have noticed that the new SpriteBatch class is more slow than old Sprite class. Someone Knows why I use 16 x 16 tile in a 640x480 screen. With new class the render is very slow, while with the old one I have also to reduce the animations' speed. The Spacewar slow down is a known issue and is not tied to SpriteBatch (the bullets are actual meshes). It has to do with allocating a device resource each time, which we shouldn't be doing. It will be fixed for RTM. Also, are you comparing apples to apples in terms of multisampling Note that multisampling is on by default in new XNA projects. -Mike ...Show All

  • modtran Generating More Random Numbers

    I'm currently using the following code to generate a random number between 0 and 6: Random random = new Random(); int rand = random.Next(6); It seems to repeat some numbers quite frequently though. What I'm wanting to know is if there's a better way to generate random numbers that seems more... random I came across a similar issue with repetitive random seeds. I originally used this to generate new seed, but when I reused it when the code was running, the same seed was being used, and producing the same random figures. Random rdm = new Random (( int ) unchecked ( DateTime .Now.Ticks)); So I eventually replaced with this code, to generate different random seeds when running: / ...Show All

  • quame Hosting Souce Code

    Does anyone know a website where i can host the source code for my game . Another good one is http://www.sourceforge.net You should have a look at CodePlex.com There is also freepository.com, where you can get free CVS hosting. If you want nice logs and stuff, though, you have to pay for premium service. If you just want a place to store source, it's very cool. contact@learnXNA.com I are really looking components and other thing to help the community. But I can also host some games. We will host anything you want that is XNA related... just send me and email directly at contact@xnaresources.com http://www.xnare ...Show All

  • steal BoundingBox for Models

    Hi, I'm very much used to using Geometry.ComputeBoundingBox() from MDX 1.1 and am wondering where the equivalent in XNA is. My problem at the moment is that my models are having their centres placed at Y coordinate 0, so half is above ground and half is below ground. My solution has always been to compute the bounding box and simply raise the mesh by the amount that the min vertex is below the ground. (So minVertex.Y = 0). The BoundingBox has a constructor that takes a List of Vector3s, but this would presumably mean iterating over every ModelMesh in a Model, reading out the Vertex data from the VertexBuffer and extracting the x,y,z values for each vertex... this seems rather long winded I've seen a lot of people talking about ...Show All

  • JIM.H. how to find elapsed time?

    Is there a Windows and Xbox 360 way that I can get the elapsed time between two events For instance, I want to find the ammountt of time the user waited between two mouse clicks. It could be 200 ms, or it could be 5620 ms. I don't need the code for mouse clicks, etc. I just need to know how to get the total elapsed time in milliseconds since the last time I asked for it. Much like getTickCount in the win32 api. Thanks! Ah, that's it! thanks. You could save the gameTime.TotalGameTime.TotalMilliseconds value at the first click, and then when the user clicks a second time, subtract the total milliseconds current from the saved saved value. if(firstClick) baseTim ...Show All

  • Fahd Animation Keyframes return broken data

    I'm using the content pipeline, and enhancing the mesh processor to attach animation information in the Tag, so that I can animate imported meshes. It seems that the animation keyframes return broken data when importing from .X files. They seem to duplicate the first key (with time and everything), and then fail to include the last key. This makes making an animated game challenging. Here is an example from an animation with 41 frames, ranging from 0.0 to 1.33333: In the .X file: AnimationKey rot { 0; 41; 0;4;1.000000,0.000000,0.000000,0.000000;;, 160;4;0.996917,0.000000,0.000000,-0.078459;;, 320;4;0.987688,0.000000,0.000000,-0.156435;;, 480;4;0.972370,0.000000,0.000000,-0.233445;;, 640;4;0.951056,0.000000,0.000000,-0.3 ...Show All

  • ReevesEdward XNA with other languages

    Hello, my name is Brian i am an Indie developer looking into the XNA. My question is, will XNA ever be able to be used with VB.net and will microsoft allow it as a language to be used whilst creating Xbox 360 and Windows games than you. I have another question, the XNA is out there to make game development easier and also to fill in the gap between small time developers develping for the Xbox 360. But, with that said using the XNA would we be able to create RETAIL quality games for th Xbox 360, or are we limited to much smaller games such as..Geometry Wars My opinion is that any 2+ year old game should be perfectly possible on current hardware with XNA framew ...Show All

  • Neuman "BackSpace War" Download !

    "BackSpace War" for the XBOX 360 ... This War Takes Place in an Alternate "Negative" Universe ... Download and See ScreenShots at ... http://games.archor.com This is My First Entry for the "Dream, Build, Play" Site ... Visit http://www.dreambuildplay.com for More Info... There is a Bit More to it ... Pay attention to the Sounds as well ... The Game is in a "Negative" Universe made of "Anti-Matter" ... So, the "Look" plays to that. Take it for a spin and test it out. It is Just My First Entry, I hope to have some more advanced stuff out soon. Heyyyy this is just SpaceWar wit ...Show All

  • CJW99 DirectInput, mouse: identical dwTimeStamp for consecutive mouse events

    hello,    the problem:  ===========  i am trying to collect buffered data generated by the mouse, though direct input. when my PS/2 mouse sampling rate is set to 200 samples/sec, i get identical dwTimeStamp, for up to 3 consecutive mouse events. now, dwTimeStamp-s, if not identical, are spaced as close as 16 ms (practically 62.5 HZ interrupt rate of PS/2). lowering the sampling rate from 200 sample/sec to 20 samples/sec, removes the problem. my question are:  ---------------   what is the meaning of identical time stamps for consecutive mouse events should i accumulate the the numbers corresponding to the same time stamp to get the total relative movement [ q1] does 200 samples/sec setting in control ...Show All

  • Buddhika Jayawardhane Content Pipeline Bug?

    I created a Media subdirectory in my project for links to content as suggested by many of the content pipeline articles in the documentation. The items in the Media subdirectory linked to files in a MediaFiles folder. The MediaFiles folder was in the same project folder as the Media folder, but I did not add to the project in Visual Studio. When I built the application, the links in the Media subdirectory were removed and replaced by the actual files in the MediaFiles folder, which was subsequently added to the project. This made my calls to content.Load fail, as they were looking for content in the Media subdirectory. I could of course move the MediaFiles folder somewhere else and it should work, but I still believe this is a bug in th ...Show All

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