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Software Development Network >> Game Technologies

Game Technologies

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Oriented bounding boxes
Camera Behind Mesh
Getting my application to run on someone elses computer
Where do I find my Xbox 360's Connection Key?
How to let the Game1's mdiparent is a form?
What are the PC development system requirements
Problem with D3DTTFF_PROJECTED and texm*
Problem using index buffers
3D Shape Order, Artifacts (screenshots)
imagebox

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  • Bhaskardeep Khaund Rendering problem that only occurs after a long period of time. Help?

    I'm having a strange problem with my Beta 2 converted game ( http://sharky.bluecog.co.nz ) If I play the game for a reasonable length of time (more than a couple of minutes), the rendering and framerate inexplicably goes weird. Visually, it seems the skybox is suddenly going black. My game runs in fullscreen (release) mode, and so far I've not seen it fail in window mode (debug). The only thing I can think of is maybe some kind of DeviceReset is happening, and possibly I'm missing something. I wouldn't have a clue how to simulate a device reset, especially in a Fullscreen game. Does anyone have any clues or suggestions leclerc9 wrote: Sounds like a memory issue since the frame rate d ...Show All

  • Vladimir Bougay Motivation!

    Alien Hominid HD is out on Xbox Live Arcade! If you can tell me a better homebrew -> console success story, I'll eat a bug. Is everyone motivated now Good! I downloaded it Wednesday, I believe, but haven't had a chance to play it.   Charliem wrote: Did you guys do this in pure express or did you use something like Tgbx Are you talking about alien hominid It was not done with XNA... Also, is 50 megs the limit that they gave you And if so,why I mean theres demos out there that are a gig + All XBLA games must be under 50 MB; this is so that they can fit on a memory card (remember not all 360's have hard-drives). They recently lifted this restriction, and upped it to 150MB, which Castlevania S ...Show All

  • Merovingio 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 :-) BlueG wrote: However, you could always pull a fast one on it and derive from Texture2DContent instead of TextureContent. The Texture2DContent class has a parameterless constructor. Then you would still be able to add new elements to the MipChainCollection created. That would be a nice work around but u ...Show All

  • Thu Thu Rendering in a window

    Hello I would like to have on the same window some buttons and other controls and rendering. One idea i have come up is rendering on texture and then copying this texture to the window. But it would seem not too good. Is there a way to limit rendering to a specified rectangle, so it does not take all window AN i want to use win32 controls only. i tried to create a device to a panel, but I have not been able to make it. does somebody have a tutorial to make that in c++ i'm using directX 9 and c++. Hi, in the creation of the device you have to provide a handle to the object where you want to render. I only created the device to a panel (rectangle ...Show All

  • eric_from_nj Windows Forms and DirectX

    To use directx, you send it a winodw in the form of a control. Is there any other form type this will work with I want to have a windows form on one side, with a directx controlled draw space on the other. How would i go about doing this please Thanks, Mike I have found the source, but am unsure of the code, as I have little knowledge of C++. Is there a C# version, or could you tell me the part of the code I should be looking at sorry Thank you for the help, Mike Sorry for the delayed answer. Yes, you are right. If you call Invalidate in the OnPaint method doesnt work, because it tries to radraw this control too fast and this causes problems. Just call this.Inv ...Show All

  • pgago Rendering Best Practice - 3D

    Hello everyone. I am creating a way to draw some simple 3D primitives and I am wondering what would be considered a “best practice.” 1. Each renderable object (which is a list of vertices) be responsible for rendering itself, which would mean I need to create a new VertexDeclaration in each Draw() call. 2. Pop each item onto a “RenderManger” object that simply blows through its list of objects and renders the primitives from one big vertex buffer. I am leaning towards option #2 because I think that I will have some redundant vertices among my objects and therefore I can optimize them out there. Thanks for any / all responses! Your first "best practice" is just going to be to get some ...Show All

  • momo_lang Xbox Live Arcade Title looking for Engine/Coder..

    Greetings! I have a development team working on an Xbox Live Arcade title for the Xbox 360 using XNA Game Studio Express. I have the option at this point of crafting my own custom game engine or using one that is readily available that meshes well with the XNA GSE + Xbox 360 development/testing environment we're using. We are a small team based on the Oregon Coast. I'm the lead designer, writer, and programmer. We have a storyboard artist, modeler, sound designer, and animator. To be honest, I've been dreading doing all of the code work on a new engine myself. It's been a long time since I've crafted my own game engine and I'd prefer to focus the majority of my energy elsewhere. But we would need a decent 3D base engine (physics,collisions ...Show All

  • AFTAB Cannot launch Lobbyable game (C++)

    Hi, I have this piece of code which is not running properly, basically I was trying to create a host session, the game launches fine but does not create host, instead says "Unable to join game". What am I doiing wrong HRESULT RunProgram(){ HRESULT hr; CoCreateInstance(CLSID_DirectPlay, NULL, CLSCTX_INPROC_SERVER, IID_IDirectPlay4A, (VOID**)&pDPLobby); CoCreateInstance(CLSID_DirectPlayLobby, NULL,CLSCTX_INPROC_SERVER, IID_IDirectPlayLobby3A, (VOID**)&pDPLClient); pDPLClient->EnumLocalApplications(ApplicationEnumerationCallBack, NULL, 0); GUID inet=DPAID_INet; //CreateAddress( NULL, &inet,&pAddress,&addressSize ); DPCOMPOUNDADDRESSELEMENT addEls[2]; char *ipAddress= &qu ...Show All

  • alviny Will there be a Beta 2 of framework?

    Will there be another beta of the framework I'd love to get started on converting my existing code to XNA, but there are currently enough deal-breakers to make me wait and see if the fixes turn up. Andy. George Clingerman wrote: Just out of curiousity, what are these "deal-breakers" in the current framework that are preventing your conversion Just kind of curious what problems you have or know of that are just entirely preventing you from using the XNA framework. Seconded. Forced dead-zoning of the controller. Sub-par maths performance. Ok, I have my own (much faster) classes I could use here, but as the framework grows it's going to be a right pain in the @£$%! to ke ...Show All

  • Yurec display fractal

    Hi, everybody I 'm looking for a solution to display fractal with directX., does it exist solutions to draw it , 'cause fractal hasn't got any surfaces and are infinite. Thanks for your answers, and merry christmas. Dx does not have any specific mecthods. What you do is to either make a mesh based on the fractals values at sample points, or make a bitmap of the same samples. ...Show All

  • kunallen Stereoscopic View Support in Vista?

    Does/Will Vista support stereoscopic views, either in DirectX or OpenGL ...Show All

  • joslat Bug in Lights (MDX 2.0 Beta)

    Lights don't use a material as a source. It may use ColorSource.Color1 and ColorSource.Color2 only. This problem doesn't occur in MDX 1.1. ...Show All

  • Tone Southerland question on creating custom background

    Hello all ^^ I was wondering if anyone would be so kind as to let me know how to create my own custom background into my game. I used The Gimp to make kind of a Space-looking .png file, but im not quite sure as to how to go about replacing the CornFlowerBlue color background with the picture. Any help would be much appreciated. Thankyou! ^_^ Sweet! Thanks for your help guys, I really appreciate it ^^ Thanks! I have been working on some examples and tutorials for XNA and one of the examples that I have put together is a 2d background component. When finished I will publish the tutorial on how I did the basics plus more. But for the time being here is the ...Show All

  • nikos_22 Absolute and relative mouse movement

    Usually when dealing with mouse input you want the data from the mouse in two forms, one is absolute that you might use to draw a cursor or know which part of the window/screen a user has clicked on, and the other is relative where you are only interested in how much the mouse has moved. Currently, the MouseState only seems to report the mouse movement in the absolute form. This means anyone using the mouse to control, for example, a first person camera would find their movement limited by the size of their window/screen. I have tried playing around with the Mouse.IsCaptured property but it doesn't seem to make much difference, quite possibly because I don't know how to use it. Am I correct in thinking that getting relative mouse input dat ...Show All

  • MA2005 MAP loader problems with index buffer and backfaces

    Hello everyone, this is my first post on these forums.   I have been using XNA for quite a while now and I find it quite enjoyable to work with.   For the past few days I have been working on a MAP loader for half-life maps. I wrote code to process the map file, build entity lists, process the properties and build the brush vertices from the plane intersections.   Everything was going great until the point where I needed to turn my vertices into mesh data.   My plan was to build a vertex buffer and index buffer per brush, however this has caused many problems with faces not rendering correctly (I believe it is because some of my polygons may have the wrong winding, and if anyone knows of a way to fix ...Show All

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