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Software Development Network >> Game Technologies

Game Technologies

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Multiple render targets and multisampling
creating events from components?
Using .X files for world model
Beginner shader question - I'm missing something obvious
Can't deploy to Xbox 360 from GSE
get screen resolution & FullScreen
Managed -> Unmanaged Interop
Implications of Keyboard.GetState() returning a KeyboardState structure.
XNA Framework Beta 2???
Activating a variable step loop?

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Answer Questions

  • sl333 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 Given that the texture you are using does in fact have an alpha channel, the key here is to setup the blending render states properly depending on what you are trying to do. Additive blending will make parts of the texture that are set to opaque (having an alpha value of 1.0) appear to be translucent, so I assume you are probably going ...Show All

  • darkfriend34 Simple Checkers game

    I'm looking for a simple checkers type game that'd teach my how to create game pieces and move them to specific locations. Any and all assistance is appreciated. Alright, it's getting annoying that I can't edit or delete my posts. . Here's a little more expanded version: using System; using System.Collections.Generic; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace XNA_Checkers { public enum PieceType { None, WhiteNormal, WhiteKing, BlackNormal, BlackKing } class Board { private PieceType [,] _pieces; private Texture2D _blackPiece, whitePiece, _board; private ...Show All

  • dmouser Two big doubts on XNA Beta 2

    1) On XNA help a read: "Dynamic run-time D3DX Mesh loading is not available in the XNA Framework, so an MDX application using D3DX mesh functions, animation controllers, of x-file mesh loading will require game-specific implementation of this functionality." So this is not a quick work make this kind of coding by our self (loading AnimationSet with custom importer, animation controller functionality like mixing two animations and more) and with code optimizations (MMX, SSE, 3DNOW). Model class has just Bones with their transform. The question: now XNA don't have animation controllers because it is Beta 2, or also final release don't have it at all 2) Runtime model loading will be more simple/quick to coding in final release or will be li ...Show All

  • FS2K 2D Movement based on Rotation

    Hi I'm looking for a simple way to do X, Y movement based on the angle of rotation. So if my object is facing the north-east, pressing up will move the object along the X/Y axis in that direction. Thanks x += Math.Cos(angle) * speed; y += Math.Sin(angle) * speed; where angle is in radians (1 lap = 2*PI). Regret sleeping through trig :) Thanks that worked! ...Show All

  • yahu_Hugh Why is Game not a singleton?

    I'm a bit puzzled by this  - why is the game class not a singleton, i.e. there is and can be only ever one instance of it. I can't quite see any sensible reason to have more than one of them, but as it doesn't seem to be a singleton, I have to hold a reference to it anywhere I want to access game services from. Otherwise I could have just written Game.Instance.Services when I wanted access to them. Or perhaps I have missed something obvious (I know I can make my class that is derived from Game use this pattern, I'm just curious as to why it wasn't done like this in the framework in case I shouldn't be doing it either). There wouldnt be any more than one Game object, it wouldnt make any ...Show All

  • yeos_lee I need to create a mesh from scratch

    Hi Xnacers: I need to create a mesh the from scratch, not load a predefined mesh from an x file using the content manager. I have looked into the ModelMesh and I see that it has Vertex and Index buffers but there is no constructor defined. Is there a way to create a mesh without loading it from a file The code (MDX 2.0) I need to port to Xna is the following. I want to know if this is posible. The steps I used to create a in MDX 2.0 mesh where: //1)we create the mesh mesh = new Mesh (this.device , solidPrimitiveIndexList.Count , solidVertexList.Count , MeshFlags.IndexBufferManaged , PositionNormalTextured.Format); //2) set the vertex buffers using (Graphi ...Show All

  • fulgerica Value of '\\UNC\*.exe' is not valid for 'filePath'.

    Hello all, This question is related in a way to XNA Game Studio Express, but may be out of the scope of this forum. After building and launching even a new Windows Game project an unhandled exception occurs: Value of '\\xpm-dc-01\User Data$\greg\My Documents\Visual Studio 2005\Projects\WindowsGame1\WindowsGame1\bin\x86\Debug\WindowsGame1.exe' is not valid for 'filePath'. I have gathered this is an ArgumentException thrown by the Icon.ExtractAssociatedIcon method ( http://msdn2.microsoft.com/en-us/library/system.drawing.icon.extractassociatedicon.aspx ). Clearly the value indicates a Universal Naming Convention (UNC) path. Is there a seamless way around this besides creating the project at a local location It may be important t ...Show All

  • Metaferia Mesh Alpha chennal problem?

    Hi All, I tried to draw few meshs in game. But i has some textures problem. The problem is a meshs collistion another mesh, textures alpha chennal has some problem. Below is capture screen. Who can tell me why How to fix this problem http://hk.geocities.com/brian_tsim/error.PNG Best regards, You are very welcome. If it helped, could you please mark my post as "answer" Thanks a lot What I can guess from that picture is that the alpha channel of your textures have a gradient (from white to black) in the border of the areas to render. Is that correct As I told you, when you do the Alpha Test, a binary comparison is done between the alpha value of each pixel and a reference value, in order to ...Show All

  • payal tandon Infinite projection matrix

    Hey guys. I've the last couple of hours tried to implement an infinite projection matrix without succes. So I took a step back to see if I could even make some sense of the "normal" perspective projection matrix used by XNA. Normally I used the CreatePerspectiveFieldOfView() method to create the matrix. Here is what I've tried so far. What is XNA left-handed or right This code works but the view aspect is fu**ed up. Anyone who can clearify or better show how it's in XNA The infinite matrix that is. float Q = drawParameters.Far / (drawParameters.Near - drawParameters.Far); float yScale = 1 / ( float ) Math .Tan((drawParameters.CameraFov) / 2.0f); float xScale = drawParameters.ViewAspectRatio * yScale; infinite.M11 = xS ...Show All

  • Bill Foust Out of video memory when I have plenty (128Mb)

    I've had several computers fail to create the DirectX device in full screen mode because of an "out of video memory" error. In two cases, the cards have 128Mb, and I'm sure it's not using even close to that much video memory (front buffer + 2 back buffers = 3*1440*900*4 = 14.8Mb (not even close to 128Mb). On one computer, I was able to solve the problem by lowering the DirectX quality settings from the control panel. On the other computer, that didn't solve the problem. I'm sure my program isn't requesting high quality settings (MultiSample = none, MultiSampleQuality = 0). Does anyone have any idea of why this would happen, or what I can do to fix the problem Thank you, Jeremy As you use a ma ...Show All

  • smartpi XNA content pipeline importer questions

    Hi, I am new to XNA and C# as well. I am using the code from here ( http://andyq.no-ip.com/blog/ p=16 ) to get a bounding box information. However it crashes at when I do the following -> box = ( BoundingBox )myModel.Tag; I have added the custom importer dll to the properties tab under the content pipeline tab. I cant figure out why its giving this error saying object reference not set to an object. [moved thread to xna forum] It's pretty much the same idea. In your custom Content Processor, override the Processs() method. In there cast the NodeContent input to MeshContent. The following snippet returns a List<Vector3> of each of the positions of the mesh. Then you can do whatever you want with the vertex so ...Show All

  • donna123 Anyone know any good 3D (for 2D) programming tutorials?

    Hiya, after playing with XNA, I decided my best bet would be to delve into DirectX using c# and the SDK, I've looked at loads of tutorials regarding programming a 2D game, and mostly (and surprisingly), I understand whats going on! :) The problem I have is that nealy all the well versed tutorials I've found for 2D in Managed DirectX are based on DirectDraw, which for most of my understanding, is obselete! Can anyone point me in the right direction on how to setup Direct3D for 2D game programming in C# e.g. links to tutorials, examples etc Any advice would be great! Thanks in advance Dabz   P.S. I'm not sure if this is in the right place, if it isnt, sorry about that!   Thanks for the links Glenn! : ...Show All

  • wencey Windowed App - How to blit bitmaps?!

    Hello, I simply want to blit some random pixels (evetually bitmap images) to a WINDOWED app (using DirectX 9 NOT DirectDraw 7 or otherwise).  I have tried the following approach in my Render function but it fails when calling LockRect()..   This approach works in FULLSCREEN mode though - why   What am I not doing correctly / overlooked Thank you.   void Render() { ... g_pd3dDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, m_pBackSurf); m_pBackSurf->LockRect( &LockedRect, &rect, NULL );    // **** THIS FAILS IN WINDOWED MODE *** // Get a pointer to the back buffer DWORD* pData = (DWORD*)LockedRect.pBits; // Convert the pitch to work with 32 bit (4 byte) surfaces ...Show All

  • quame Cannot debug content pipeline

    I am having problems trying to debug the content pipeline. Following advice in other posts, I put System.Diagnostics.Debugger.Launch(); in my processor code (in the Process method) to launch the CLR debugger. The just-in-time debugging window pops up, prompting me to start the CLR debugger. But when I do, I get an error message saying 'Unable to attach to the process'. I can't manually attach either the CLR debugger or Visual Studion 2003 (enterprise) to any managed process - like to Visual Studio Express or my game. It's going to be difficult to work with the content pipeline if I can't debug my code, so any suggestions would be greatly appreciated! Just guessing but is it possible you've got an old vers ...Show All

  • Keithyboy1 How do I protect my code when distributing it?

    Having read the FAQ. I noticed that in order to share your game creations (and lets face it, you can't get recognised without sharing your games), you need to send the other person the entire uncompiled game. This includes sourcecode, graphics, music, sound etc. etc. They then compile the code and download it to their xbox360 account and then only if they too are on the games creation program. My key worry here is that you send them everything you have just worked incredibly hard to create. Presumably they can then send this stuff on to whoever they please and god forbid, even sell it on! It strikes me that there isn't much incentive to distribute things this way. How is Microsoft going to prevent the above scenario Is there going to be a ...Show All

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