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Software Development Network >> Game Technologies

Game Technologies

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Copying from one Texture Surface to another
2 Questions for Beta 2: Flipping and Initializing
Iterating through a GameComponents list?
Spacewar not working correctly
Triangle strips Vs. ordered index buffers
A gaming vision of epic proportions....
Detect mouse click on a sprite
Game crash
Problem uninstalling Beta 1
XNA 3d models invalid texture

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  • FergusLogic Programming Exercises

    Anyone care to share a list of some games a beginner might use to progressively up their skills And I already expect to see 300 responses with pong, tetris and breakout so dont even bother with those titles. A cool Bomberman clone would be sweet since the version that was put out for the Xbox didn't go over very well. Looks like typical boring answers. Hm here are some different ideas with the simplest ones first. Maybe someone else will follow suit with some ideas. Rock Paper Scissors : ai = pick a random number 1 to 3. so simple. Tic Tac Toe : graphics and ai both take a little bit more time Simon Says (milton bradley electronic) : sound, states, timing Go Fish (card game) : a bit heavier on ga ...Show All

  • polocar Windows Logo testing

    Torwards the end of the install under XP, I get an error stating 'The software you are installing has not passed Windows Logo testing to verify its compatibility with Windows XP. This software will not be installed.'' Whats up with that Okay done. Well I am thinking that is not a good idea because it is 234 pages long. Interesting. What were you installing GSE 1.0 Are you running XPSP2 Could you post the log as a bug using the http://connect.microsoft.com services That way I'll get a chance to look into it. Thanks --Scott Okay I got it to finally work. I had to restart my computer, ...Show All

  • Vladekkkk 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

  • Donal McWeeney Need a practical walkthrough for XNA

    Hi. Does anyone know where I can find a practical and step by step walkthrough for XNA to create a simple 3D box(cube) I'd be happy if you could also lead me to the source of MS walkthroughs for XNA. The documentation for XNA itself does provide a walkthrough for this purpose, but it seems buggy. I need a fresh one! Yes, here the link: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=687011&SiteID=1 This is the first Beta, most people have been dealing with this framework for less than a week. There might be a tutorial that simple out right now, but I haven't seen it yet. So you might have to wait a few more weeks for more people to get their feet wet and explore it a bit more. ...Show All

  • JIM.H. Array with a variable instead of a number

    in my program I have the following code: int Blockers = 4; Texture2D mTexture; Texture2D [] tBrick = new Texture2D [Blockers]; so anyway, this gives me the following error "A field initializer cannot reference the nonstatic field, method, or property " , underlining the Blockers word in the 3rd line of code above. I also have several other lines similar to this one declaring Integer arrays, which give me the same error. The only reason I'm trying to do this is to make it more 'Dev friendly' so that anyone can just change the number of 'Blockers' and create more bricks in my game. ; Thanks... almost embarrassing to get such a simple answer Thanks again! If it is only for devel ...Show All

  • AlexUC Multiple Models

    Does anyone know how to create multiple models on demand like by pressing a key or clicking the mouse.  I want to be able to create a model at the exact position of the mouse when I press the spacebar.  I thought that I would use an array of models to be able to create as many as I want.  Wherever you see the lightbulb, that is a [ i ] for the array of models.  Here is the code that I have but it does not work: #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Storage; ...Show All

  • bw12117 ? Porting the engine (written in C++) from DirectX 8.1. What are my options ?

    I`ve got a 3D engine used in my previous and upcoming online/budget PC games that I wrote by myself from scratch during last several years. However, I would like to port it to XNA since that would give me another platform (XBOX360), since that`s what most of distributors would like to have (multiplatform title) these days. Plus, all games/demos that I would create would then run on both platforms, which is a fantastic feature in itself, and a great negotiating factor with distributors/publishers. Will XNA support ASM shaders natively, or will I have to rewrite those in HLSL I`ve got a pretty huge set of ASM shaders handling lighting,animation,decompression and lots of other stuff. But, from what I`ve read so far, it seems I`m goin ...Show All

  • Khookie MoCap -> 3dsMax -> Directx Animation , any ideas?

    Hello guys, I know this must have been discussed here and everywhere else for uncountable times, but... I would like to ask you for your opinion or suggestion, however links, ... anything regarding the topic will be more than welcome. So, I've started a project to school: Use MoCap data and show off some animation...I have some experience with DirectX, but haven't done anything with ANIMATION(Inverse Kinematics,Skinning...) yet. Therefore, I would like to ask you for some directions I should go. My plan is as follows: 1.Import MOCAP data to 3ds Max 2. Export it to .X file 3. Load it within DirectX 9 app(game) Well, in final I would like to implement Inverse Kinematics as well. So I could use perfect animations from MoC ...Show All

  • NehaVSTS Simple Menus (Download)

    As our first sample we have created a simple menu system that loads from xml. The menus can resize, move, and write text to the titlebar. Check back for the variable width font sample coming soon. Please let us know what you think Submit@XNASpot.com Download: http://www.xnaspot.com/Sample_SimpleMenu.aspx Did you achieve this today using only XNA, or have you been working on it for some time I was unable to use the source download for the sample you have provided: Error: The Project file was saved with an incompatible version of XNA Game Studio Express or the project file has become corrupted. I'm too much of a noob at the moment to troubleshoot it and figure out for myself (but I'm try ...Show All

  • Juliano.net Document of Help

    The XNA Game Studio will run with C# code. Now, will be a document of help and tutorial for learn to use XNA Or Will be a tutorial video for learn to use XNA Another question is, What's others programs are for make games and what code the programs use I can almost guarantee that there will be no videos available, at least not any time soon. I'm sure there will be some kind of help. There's also the Starter Kits that will ship that will get you up and running with minimal work and there's always these forums. Members on the XNA team said they are working on things like that, they may not be out in time for the beta release. The community will sure have things out not too long after launch of th ...Show All

  • beechum1 Animation support in content pipeline

    After I load a Model from .x file by ContentManager, I cannot find any related method / property from Model class (and also its ModelBone / ModelMesh) to animate it. There is also nothing mentioned in the help. What should I do Last I checked animation support had not been added to the beta. The mesh will load with bones, but animation playback has not yet been implemented. Dog nabbit :) Ziggy www.ziggyware.com ...Show All

  • NEW KID ON THE BLOCK DirectX 10 Input device acquire

    I created a simple working directx app in directx 9, and then upgraded it to directx 10. i have successfully updated much of my code to work with the new version, but one bit still does not work. On running the below function, the debugger (VS.NET 2005, C#) highlights iKDevice.Acquire; and complains: "ArgumentException was unhandled, value does not fall within the expected range". Any suggestions Thanks, James. private void InitialiseInput() { RetryAcquisition: try { iKDevice = new DI. Device ( SystemGuid .Keyboard); iKDevice.SetCooperativeLevel( this .Handle, DI. CooperativeLevelFlags .NonExclusive | DI. CooperativeLevelFlags .Foreground | DI. CooperativeLevelFlags .NoWindowsKey); iKDevice.Acquire( ...Show All

  • Amorous Point Sprites Future?

    Are point sprites slated to be depreciated I am building a particle system using point sprites, but as I convert it to a shader based system, I keep getting the impression that I am doing it the "old way" What is the modern approach to particle systems I'd really like to be current. Thanks   (PS, I've done some reading about the geometery shaders in DirectX 10 which is one of the reasons that I get the impression that point sprites are on their way out) Point sprites always use texture coordinates from 0,0 to 1,1, so the texture is mapped exactly once across the point. If you want to do any tiling or offseting or UV animation, that has to be done in the pixel shader (which is ...Show All

  • Hardrock302 About Updatesurface

    In my program I need update texture Frequently, So I use a off-screen-plain-surface(created in D3DPOOL_SYSTEMMEM) , and a Texture(used for rendering, created in D3DPOOL_DEFAULT),in every frame, I lock this surface, write data into it and unlockrect,then use UpdateSurface update the texture with this surface,finally render scene with the texture. but I noticed a 'problem':between I updated the texture and presented the backbuffer,if I changed the surface,the texture changed too,like this copy picture1 to off-screen-surface update texture with this surface pd3ddev->beginscene(); render scene with this texture pd3ddev->endscene(); copy picture2 to the same off-screen-surface pd3ddev->present(); In a ...Show All

  • NinetyNine XNA Framework Information

    I've posted some more information about the XNA Framework here: http://blogs.msdn.com/xna/archive/2006/08/25/724607.aspx . The beta is getting close! I have been writing DirectX code in .NET since Dx8, using COM Wrappers , and have played around with MDX 1.1 and 2.0. I can't wait to get started with XNA. The biggest pain I have ever found with DirectX was all of the Initialization, Device Enumerations, Losing/Re-initializing devices etc... So much to the point that I basically gave up on using DirectX directly and using a '3D engine' instead on top of DirectX. I am glad to see that XNA is going to ease that pain immensly, and I can hardly wait for Aug. 30th! 5 days to go!!! BTW: Mitch I really enjoyed rea ...Show All

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