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Software Development Network >> Game Technologies

Game Technologies

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Can .FX files have multiple RenderTargets specified?
XNA shader parameters from 3d studio
Multithreading in XNA
Using Pixel Shader 3.0
Coding DirectX with C++
Model appers semi-transparent
Garbage Collection
Mouse.IsCaptured
Developing solely on the XBox 360
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  • jk_0321 Using source codes

    I just downloaded the Quake 3 source code and was wondering how to import it into this program. +1 for Jim :). Talking about making a long story short :). Yeah, I can be long-winded sometimes :P. This is just my opinion, but if you really want to port Quake 3 into XNA, it would be best to start at the beginning with XNA. Get familiar with XNA via creating your own games (remembering to start small like Breakout/Tetris and then expanding up into 3D FPSes and the like). Even then, Quake 3 is C/C++, so there probably won't be any direct "import" that you can do since XNA GSE uses C#. So, more than likely, it would be an intensive process of porting not only from C/C++ to C#, but also the ...Show All

  • R. Storm BasicEffect, adding a texture and redering it.

    I'm trying to add a texture to a cube using the built-in BasicEffect class. Can't seem to get the BasicEffect technique to render the texture. How does one set the BasicEffect technique to allow rendering the texture Here is the cube set-up: public static VertexPositionNormalTexture[] MakeCube() { VertexPositionNormalTexture[] nonIndexedCube = new VertexPositionNormalTexture[36]; Vector3 topLeftFront = new Vector3(-0.5f, 0.5f, 0.5f); Vector3 bottomLeftFront = new Vector3(-0.5f, -0.5f, 0.5f); Vector3 topRightFront = new Vector3(0.5f, 0.5f, 0.5f); Vector3 bottomRightFront = new Vector3(0.5f, -0.5f, 0.5f); Vector3 topLeftBack = new Vector3(-0.5f, 0.5f, -0.5f); Vector3 topRightBack = new Vect ...Show All

  • Jimmy_fingers Trouble choosing a random spawn location in 2D tile based platformer

    Hi everyone, I'm in the middle of creating a 2D tile based game. Just a minor problem I am encountering: I have a CSV file which is read into an array for the level map - this all works fine. I am have a second CSV file with the same number of rows/columns which holds numbers to represent spawn points for weapon power ups. I want the power ups to randomly appear, but only at one of a few specific locations, basically at one of the tiles where the value is '2'. The problem is I am trying to randomly pick a tile by using a do ... while loop, which is proving to be very costing, slowing the game to a halt until the loop finds a valid tile. I'm not very good at explaining this but hopefully you understand what I mean, anyway heres the code (be ...Show All

  • Saurabh Kulkarni No ID3DX10Line?

    I do not see any documentation for a D3D 10 version of ID3DXLine. Granted the DX9 ID3DXLine interface is a complete joke -- both in performance and quality, at least there is a way to get a few stylized lines in the 3D view. While games don't use stylized wireframe, this is a cornerstone for profession graphics packages (e.g., modelling and drafting). Current hardware supports accurately rendered, deterministic zbuffered, accelerated lines with widths up to 5 pixels wide. Common screen space dash patterns are sufficient for 90% of all display purposes. There are also several hidden line algorithms that only function correctly if the wide lines are rendered with correctly depth buffered Bressenham step patterns. Until Direct3D provides acce ...Show All

  • altamash Little question

    I have one question : Can I create 3D fighting game like Tekken 5 with XNA Game Studio Express Thx Anything is possible with XNA, as you have to do the coding yourself, remember that XNA is not an engine all it is is a set of tools to get you started, you still need to do a lot of the work yourself. Of course you can. And if you try, you will make it faster, better and easier. Just take a try ! ...Show All

  • GMan5309 RTS Game Basics - Need Help - Total Noob

    I've searched these forums and while I have found many solid answer to many specific problems I'd like to get some general help. In fact I believe that if I can be helped that many people could benefit greatly from this thread. Here is some background on my skills: I'm completely new to C#, but am currently exposed to a very limited amount of JAVA at work currently. My programming skills are entirely .Net and Visual Basic 5 and up with an intermediate skill level. I'm very competent in .Net and chances are the only reason I'm not an expert is because my career has never given me the opportunity to work on something complex enough to develop the experience needed to reach that level. If it's not work related I don't do any coding, instea ...Show All

  • Sonybglr How to get compressed sound?

    Is there a way to get mp3s or other compressed formats to XACT If not, is there a way to reduce the bitrate/quality of WAVs so they're smaller XACT can take .wav (or .aiff) files as input, but then you can specify that they get compressed to ADPCM format. Do this by creating a "compression preset" and then dragging the wavebank onto the compression preset. The source files themselves must be uncompressed waves, however-- XACT will take care of the ADPCM conversion process, since it uses a very specific flavor of ADPCM. -Brian You can have XACT produce ADPCM compressed sound files. See  here for details.   edit - so nice of MS to constantly move their documentation aro ...Show All

  • gmaenrile How to display chinese character

    I have already read http://blogs.msdn.com/garykac/articles/732007.aspx .But that solution is useless to display chinese character because there are 6000 more characters in GB2312 character set,far more than A-Z in english.We can not create a texture to hold all characters.It's too large. Is there a easy way to display chinese character I posted a short example of this a few minutes ago, here . :) I would just second what Ralph is saying on this one. Do you really need all the characters at once for a single game or can you render a smaller subset of characters needed just for that game. If all the character do become necessary, you don't have to put them all into single texture. You can include multiple textures with ...Show All

  • dummies Problem creating a render target.

    I'm just having issues because I'm trying to create a render target with a surface format of RGBA5551 is it unsupported With SurfaceFormat.Color it doesn't raise an exception, so I'm guessing it has to do with that. Surface renderTarget = this.graphics.GraphicsDevice.CreateRenderTarget( 1024, 512, SurfaceFormat.Bgra5551, MultiSampleType.FourSamples, 0, true); Am I doing something wrong here do I need to prepare the device first I don't think it's that my vidcard doesn't support it since it's a Geforce 7800GT... Well, any answer would be greatly appreciated. check ur device caps to make sure that its supported format, imo it not... seems like ...Show All

  • MooseNSquirrelz Deploying to 360

    Hi, In the XNA Faq, when it talks about giving a project to other people to deploy on their 360's, it says you must give them all the assets and source code, so that they can build the program and squirt it onto their 360. My question is: will it work if you give them a project with the C# source files removed ie they have the assets (either as source graphics and sounds, or the built files) and the .obj's, just not the C# source. What happens if the project is dependant on an external DLL Will I need to ship a project that builds this, too Again, can I get away with excluding the C# source Many thanks, Mark Stephen Styrchak - MSFT wrote: If you really want to share an Xbox 360 game without shar ...Show All

  • Nickeay drawing order for multiple passes

    I'm porting a MDX project to XNA, and have found a problem. In MDX, when drawing using a multi-pass technique, the scene first is drawn using the first pass, then using the second pass and so on. In XNA, I have the impression that first, the first object is drawn using pass1, pass2, etc. When the first object has been drawn, the second object is drawn. Summarized: MDX: (foreach pass: draw all objects) XNA: (foreach object: draw using all passes) In more detail, the XNA case would be (foreach triangle : draw using all passes). The screens I get quite convince me of this, and if you want I can post some code and some screenshots of both cases. But first I would like to ask if there is some kind of way to instruct XNA to (foreach pas ...Show All

  • jaimlin Restart Game?

    Hi, I'd like to know how to be able to restart the game being coded. My game is somewhat simple and I just want it to be restarted when the user loses and then, lets say, he presses [ENTER]. Thanks. Restarting the game is generally done by reseting the values and starting the main loop again in your code, as this varys depending on how you are coding we can not really show you how. One way in your code is to have a game state enum, then in your render loop you would have it render different sections based on the game state. When you need to restart you would just set the game state to game starting or something simular. As Glenn said, its a case of resetting the state of your application to known values. Take a ...Show All

  • SillyMS How do I rotate the camera around a specific point (eg. the player)?

    Sorry, I'm full of questions tonight! :) I've been playing rotating my camera around stuff, like this: // Rotate camera float rotation = GamePad.GetState(PlayerIndex.One).ThumbSticks.Left.X / 50; if (rotation != 0) { GamePad.SetVibration(PlayerIndex.One, rotation, -rotation); angle += rotation; } else { GamePad.SetVibration(PlayerIndex.One, 0, 0); } Vector3 camera = Vector3.Transform(new Vector3(2, 2, 2), Matrix.CreateRotationY(angle)); effect.View = Matrix.CreateLookAt(camera, new Vector3(0, 0, 0), Vector3.Up); But the rotation is always around the axis. I'm not trying to make the thumbsticks work like Halo controls - one to move the camera along the X and Z axis, and the other to rotate the camera around the playe ...Show All

  • CharlieRussell How to do anti alias in XNA?

    How to achieve anti alias in XNA, after a quick search in the document and forums, I got no idea, will some one tell me if it's possible in XNA If not, is there anyway to wrap around that Because without anti alias , the game sometimes looks a little weired! Many thanks! I have turned both the option on, but it still looks jagged, what is wrong with my code graphics.GraphicsDevice.SetRenderTarget(0, reflection); graphics.PreferMultiSampling = true; graphics.GraphicsDevice.RenderState.MultiSampleAntiAlias = true; reflection.GraphicsDevice.Clear(ClearOptions.Target,new Color(0,0,0,0),0,0); mirrorCameraAlongXplane(); graphics.GraphicsDevice.RenderState.CullMode = CullMode.CullCo ...Show All

  • I LIKE VB.NET XWB/XSB opening and extraction

    Hi, Is there a way to open only XWB and XSB files without an XAP I have an XWB file which I want to extract data from, but when I open it with XACT it says the project file has 1 or more missing values. What does that mean Wavebank (.xwb) and soundbank (.xsb) files are generated by the XACT GUI from a project file (.xap). The XACT GUI cannot load the generated files, it can only load .xap files. The binary format of the wavebank file is documented in the header xact2wb.h. Using this header, you can write a tool to parse data from the wavebank. The binary format of the soundbank file is not documented. ...Show All

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