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Software Development Network >> Game Technologies

Game Technologies

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DreamBuildPlay is up!!!
Resizing the gamewindow
XACT won't set LoopEvent property
Designer Property collections
Numeric performance on 360
Bitmap with AlphaChannel
Content Pipeline Assembies
Adding a simple shader to render a ModelMesh
using XNA Framework with no shader capability display driver???
XACT Cue Playback Latency vs. DirectSound

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  • killfr0g Can I make a Resident Evil=type game with XNA?

    Hi all, Longtime gamer and complete noob when it comes to actually designing a game. Basically, I work in entertainment and have long wanted the chance to tell a strong narrative story in a game. When I heard about XNA I thought this might be a great way for me to learn and experiment with just how one designs a game. Now, I'm not expecting RE4 but I'm basically wanting to know if I could make something along the lines of the first RE or even simpler the first MYST. I don't care if all the backgrounds are pictures, etc. But I DO want to try my hands at level design, voice-acting for dialogue and simple generic baddies to kill, oh and an inventory of weapons! Anyways, looking forward to downloading the beta version tomorrow! ...Show All

  • kgreer Game Topics: Fan Fiction

    I'm not sure if this is the correct place to put this or not but I have a general question about the types of games people are working on. Is anyone making "fan fiction" type games. I know with Star Wars, various comic book heroes and such there are a lot of creatives out there that build movies/books/music/etc... in the universe presented within those stories. What are peoples thoughts about fan fiction Is anyone planning on making an actually good Superman game Anywhere from 30% to 80% according to GameRankings.com. Average 57%. I know this is off-topic but the Superman game is getting rather bad reviews... http://www.gamespot.com/xbox360/action/supermanreturnsthevideogame/index ...Show All

  • the_kid XNA methods

    Hi, This is my first post here. My English is not good, so excuse me for any mistake you could find :). OK, I have been programming with unmanaged DirectX for some years and I now I just started learning XNA, not to migrate from DX, but just to know a new technology. XNA is relly a fantastic tool, but I admit I felt a great impact when I saw the XNA code for the first time (... but nothing that could not be cleared with a bit of patience :) ). There is a huge difference between unmanaged DirectX (native C++) and XNA (C#). OK, lets to the doubts: The XNA Game Studio Express Documentation shows 5 main methods that make the game works. They are: Initialize, LoadGraphicsContent, UnloadGraphicsContent, Update and Draw. What ar ...Show All

  • Pryngiel VMX library on XBox 360

    As my thread on 360 performance has somehow drifted way from my original theme, I'd like like to follow up on a comment made in that thread here:   EmoSaru wrote: Well, I think the BEST solution all around is to extend the API to provide optional use of intrinsics.  Just like with the standard devkit, let ME decide when I want to use intrinsics and vectorized code and when I don't. :) I would not be opposed to offering separate types for intrisic versions of vectors/matrices/etc., so long as the appropriate conversion operators/functions are provided.  It seems like this gives you the best of all words, insofar as within tight loops the native instrinsic code should not be hard to produce, but you don't have to worry ...Show All

  • MaggieChan Framerate component

    Based on this thread I have created a simple framerate component. Considerations: You might change the namespace in line to your game's namespace. Currently, the game window's title will be used to display the framerate (this will change when XNA supports fonts). As a workaround, you can use garykac's bitmap fonts example to modify this behavior. If "Enabled" is set to false, framerates are not calculated (Current is set to 0). If "Visible" is set to false, the current framerate value is not displayed (but yet it can be calculated if enabled). When you want to show the decimal part of the framerate value (that is, "ShowDecimals" is set to true), you can set the display format to the fixed one (like "0.00"). You can also set whether the t ...Show All

  • vivek.athalye Program crashes immediately after launch...

    I'm trying to get a window up using unmanaged dx9. It compiles, but for some reason it never actually gets to run() and breaks where it says if (msg.message == WM_QUIT). I'm sure I've gotmost of it right, but am missing something stupid.... Here's what I have: // cppdx9demo001.cpp : Defines the entry point for the application. // #include "stdafx.h" #include "cppdx9demo001.h" #define MAX_LOADSTRING 100 // Global Variables: HWND hWnd; HINSTANCE hInst; // current instance TCHAR szTitle[MAX_LOADSTRING]; // The title bar text TCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name // Forward declarations of functions included in this code module: ATOM MyRegisterClass(HINSTANCE hIns ...Show All

  • rschalken Content Manager and Optimized Meshes

    (this came up on irc last night and I promised I would ask...) Will the content pipeline perform any Optimization on the meshes - since there is no D3DX for us to do this If not can is this easy to add by adding our own content pipeline add-ins What about meshes we create dynamically - any way to know how to optimise those since we have no d3dx For the PC the recommendation is always to use the D3DX functions since they 'know' the best way - not sure how this maps to 360 development. The content pipeline performs several important mesh optimizations: Removes duplicate vertex buffer entries Sorts vertex buffers for optimal input assembler memory cache usage Sorts index buffers for optimal post transform vertex ...Show All

  • mareknik Confused About XNA and DX10

    I am confused about the differences between XNA and DX10; is that correct: 1- XNA will have both fixed function and shader programming and effects also 2- DX10 will have only shader programming with no assembly, no fixed function and no effects. 3- DX10 will be on Vista only, since it is shader programming will Shader 3.0 (DX9.0 C and L) is compatible with Vista shader 4.0, so a program written on Windows XP DX9.0 C will run on Vista DX9.0 L but will not run on Vista DX10 shader 4.0 But why it will not run on DX10 Vista runtime if the program is only shader with no effects is that because shader 4.0 will not be compatible with shader 3.0 or it will run regarding windows controls with DX: 1- can we build application ...Show All

  • Corres Full Screen how?

    How do i make an native c++ application using dx9 full screen exclusive I read a tutorial at www.andypike.com and followed it, assuming dx8 would use a similer method to dx9. But i was wrong. My program compiles fine, starts and closes without drawing anything on screen. The vc++ output says: The program '[3668] Avalon.exe: Native' has exited with code 0 (0x0). What does this mean, and why is it doing this Could anyone point me to a tutorial on this that works Thanks, Mike lord_8 wrote: The vc++ output says: The program '[3668] Avalon.exe: Native' has exited with code 0 (0x0). What does this mean, and why is it doing this All that means is that the main function of ...Show All

  • jaimlin 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 Yetti helped me to solve the problem in a math forum. http://www.mathlinks.ro/Forum/viewtopic.php p=644880#644880 I asume that I should solve the below equations in a system of equations. x1 = x0 + a cos t y1 = y0 + a r sin t x2 = x0 + a cos t y2= y0 + a r sin t x3 = x0 + a cos t y3 = y0 + a r sin t x0, y0, a and b is unknown but I can eliminate b by using the_ratio. How about t t ...Show All

  • Rothariger A couple of stupid questions (about Timer's etc)

    I've noticed that the people use quite different way's to measure the time in the XNA samples and in MDX altogether (I mean: some are using native Win32 functions, other System.Timers, etc.). So what would be the best/proper way to do it in an XNA game My second question is even more stupid: How can I make a spining triangle with just HLSL I'm just starting with shaders so excuse me for this question. The Game class provides timing for you. Take a look at the Game.ElapsedTime, Game.ElapsedRealTime and Game.GameTime. Sorry for resurrecting an old thread, but I have a quick question to tack onto this: Does the Game.GameTime class use a form of the unmanaged QueryPerformanceFrequency and QueryPer ...Show All

  • Marcus J how do you load and control multiple sprites

    I just started xna yesterday, and I learned how to load and control ONE   sprite just fine... but I need to be able to load multiple sprites, and control them. Can someone help me with this pl ease. observe the wonderess 1 sprite world! @ www.sticksnap.com/The One Sprite Game! Install.exe   ps. I am a software programmer, so don't treate me like a complete idiot. I am just new to game programming.     Because the people answering might make assumptions that aren't valid, which might influence their answer, explaining things that don't need explaining. Why do so many programmers feel the need to qualify their experience when asking a question It's a ...Show All

  • C. Charpentier Designers and Artist wrapper for the XNA API.

    This is something I was thinking about from the moment I read the pre-release info on XNA, " putting game design into the hands of the designers " was the quote that inspired the thought. I'm primarily an artist who likes to design games but had to teach myself to programme to put ideas onto the screen. I started back in the mid eighties with Z80, 6502, 68000 etc... all in assembler. I later moved on to VB, C, Java, Flash and curently C#. It wouldn't be an exaggeration to say that it has been pretty darned difficult to grasp some of those languages, simply because the languages themselves and the documentation meant to teach you weren't written in non-programmer speak. I'm sure 90% of you will agree that when a group of programmers d ...Show All

  • jrb1 Scaling Sprites?(XNA)

            Hi, I was wondering how I could scale textures, as the textures are too big than what I need for certain parts of the game, I think its in the SpriteBatch.draw method, but its hard to manuever through all of their intellisense arguments.... For XNA If you specify a source rectangle of 100x100 (your entire texture) and a destination rectangle of 50x50 (your sprite size) in your Draw call, the texture will automatically be scaled down to 50x50. Look at the SpriteBatch.Draw overloads that accept a destination Rectangle. Draw will scale the image down to the size of the de ...Show All

  • Pockey Port of multi-animation sample to managed directx

    Hi, Has anyone succesfully converted the muliti-animation C++ sample to managed directx I'd hoped it just involved cloning the animation controller for each instance - however, this is obviously not the case. I have then created a function which copied the frame hierarchy as well as the mesh container, and used the RegisterNamedMatrices function,, however, when I run the program it still animates all instances of the mesh, even when only one animation controller has a track enabled. Any suggestions ...Show All

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