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Software Development Network >> Game Technologies

Game Technologies

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Requires Visual C# 2005 Express
Where do I find my Xbox 360's Connection Key?
Starting work on my GUI system
Anitaliasing when rendering to sprite
XNA in Internet Explorer?
Trying to draw a pixel
Programs used to make .bmp files and such?
Quaternion Tutorial
XACT data loading problems
SWM Model Component

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Answer Questions

  • Henry Ong Matrix Interpolation and gameTime

    I made a simple cube and created two translation matrices: start = Matrix .CreateTranslation(-20, 0, 0); finish = Matrix .CreateTranslation(20, 0, 0); Then, I figured I could create this simple animation using linear interpolation and the game time, by using the general formula inside a game component: effect.World = Matrix .Lerp(start, finish,     (currentTime - startTime) / (endTime - startTime)); I tried all four permutations of updating the time (ElapsedGameTime in update/draw and ElapsedRealTime in update/draw), although I would think that updating in the draw method with ElapsedRealTime would provide the smoothest interpolation. The problem is that the animation is not completely smooth.  It has some ...Show All

  • Stonaltar Reference rasterizer

    My graphics card doesn't support Pixel and Vertex shader so i won't be able to do anything interesting with XNA, it's what i have heard. So i started thinking: will i be able to utilize the reference rasterizer (only to learn XNA) XNA supports reference rasterizer in addition to the HAL rasterizer I was looking at the doc's for XNA and it says you can use PreparingDeviceSettings event found in the GraphicsDeviceManager so I did this graphics = new GraphicsDeviceManager ( this ); graphics.PreparingDeviceSettings += new EventHandler < PreparingDeviceSettingsEventArgs >(graphics_PreparingDeviceSettings); then in graphics_PreparingDeviceSettings void graphics_PreparingDeviceSe ...Show All

  • kuntushi What kind of data will invoke the excution of a GS

    GS provides a flexible way for users to generate new primitives. We want it is more flexible. If we emit some new primitives without use any input data such as position or color. This case supported by current DX10 I want to generate a GS without use any attributes of upcoming vertex. The output of the GS have no relationship with input. The upcoming vertex just trigger the excution of the GS. I am not sure if I understand your question right. You want to run the geometry shader program without a vertex shader program that generate input primitives for the geometry shader MS SUPPORT: void GS(inout TriangleStream<PSIn> stream) { PSIn element; element.pos = float4 (0.0f, 0.5f, 0.5f, 1.0f); st ...Show All

  • Ron L How to detect version of D3DX installed?

    With the newer versions of DirectX there are several different D3DX dlls that exist. Just checking for DirectX version 9.0c is not sufficent as that version contains several revisions of the D3DX dlls. If a game ships with the April release the earlier versions of DirectX 9.0c will not work. How can the exact installed version be determined There's no way I know of to determine what versions of the D3DX library have been installed using DxDiag. Essentially, the D3DX DLLs aren't considered part of DirectX runtime, they're an "add-on" provided by the DirectX SDK. Checking the version number of D3D9.DLL will only tell you what version of DirectX is installed. ...Show All

  • JMBC XNA Platform And the Greek Language...

    I want to ask if the XNA studio will support the greek language. I have to create a game 100% in greek langage. This game i plan it 3 years now, and many platforms has problems with the greek language. Thanks Dimitris Marizas MSN: jim_tron AT msn DOT com Bookmark the XNA GS page and check it regularly. Have you signed up for the XNA connection At this time, only English is supported. Ok david thanks for your support. Could you please inform me when this option has change thanks ...Show All

  • bshive Converting from a string to Texture2D

    I am new to XNA and have been playing around a little bit with a project. I am currently trying to call .Draw on a SpriteBatch object and dynamically set the paramater for the Texture2D. The line of code looks like this: spriteBatch.Draw(<Some String Here>, new Rectangle (currentMaze[0, 0].position.X, currentMaze[0, 0].position.Y, falseFalseFalseTrue.Width, falseFalseFalseTrue.Height), Color .White); This piece of code would be in a loop and the name of the Texture2D paramater would change. I tried the following line of code: spriteBatch.Draw((Texture2D)<String here>, new Rectangle (currentMaze[0, 0].position.X, currentMaze[0, 0].position.Y, falseFalseFalseTrue.Width, falseFalseFalseTrue.Height), Color .White); ...Show All

  • Ivan Hou Is DirectX9c realistic for all my UI needs?

    I am currently wanting to use the DirectX 9c UI for all of my UI needs in my game. Like using a MultiListEditBox for a complex trade window tracker editor and also an inventory being able to drag and drop 3d images of my items. Is it realistic Do I need to wait for XNA and how much would it cost I would like to use it for free but if not willing to pay a few dollars. Do I have to use something else like CEGUI or something else Thanks Neither DirectX nor XNA provide any UI libraries. The DirectX SDK has sample UI components in native and managed code, however the code is part of their game template library and tough to extract just the UI elements without using the rest of the library. CEGui, and othe ...Show All

  • Nathaniel Chan samplecmp usage?

    What exactly do the samplecmp HLSL instruction From what I understand from the documentation: v = MyTexture.samplecmp( MySampler, Position, CmpRef ); seems to perform something like this: CmpVal = MyTexture.load(Position); if (CmpVal CmpOp CmpRef) then v = MyTexture.sample( MySampler, Position ); else v = where CmpVal is the operator specified in the ComparisonFunc field when creating the MySampler state. My questions are: Is it right What this functions does in the else case What is this function intended for (A practical exemple ) Thanks for your help. SampleCmp operates similarly to Sample, except that the red channel values of each texel it samples is compared with the CmpRef value and result ...Show All

  • anita punjabi DrawUserPrimitives with GraphicsBuffer

    i recently tried to draw some lines using DrawUserPrimitive method, but in the last DirectX (assembly 2.0) they changed this function and now i must send GraphicsBuffer data to draw the vertices, i don’t know how to use it, i looked other web pages and found tips, like this: GraphicsBuffer< PositionColored > gb = new GraphicsBuffer< PositionColored >(3); gb.Write(vertices); but it doesn't compile, it sends this: Error 3 "The non-generic type 'Microsoft.DirectX.GraphicsBuffer' cannot be used with type arguments " what can i do please help Hello: I want to render a tringle with postionColored vertex. I have made the same that the last examples. The problem that ...Show All

  • Terry Montgomery low fps

    i'm confused about fps in my programme. i draw 200 textured triangles in 640x480 window but get only approximately 160 fps. it's strange but when i zoom out from triangles fps growth momentally, but when i close... PreferMultiSampling = false ; SynchronizeWithVerticalRetrace = false ; RenderState.DepthBufferWriteEnable = false ; (i need it coz, ill render triangles with transparent textures) i use DrawIndexPrimitives, i.e. useing vertex and index buffer. any ideas how to increase fps No, i mean, that sounds too much. If the program is completely error-free and there really is a constant system overhead of 4-6 milliseconds, no application will ever run faster than 160-250 fps. It seems more likely the ...Show All

  • ajustin C++ or C#

    Hello, I am currently taking a class in C++ and I've always wanted to make games. I downloaded the c# XNA software. My question is: Can I use visual C++ instead of learning a new language (C#) to make games for the XBOX 360 and PC Or would it be better to go ahead and dive in to the new XNA software, and why is one better for gamming applications and / or learning to write games It could, who knows. But when I talk about this stuff, I'm thinking about standards as an industry. I don't think a competitor will really care about a Microsoft language, especially when they need constant access to the hardware-specific features and making sure there's not much of a performance impact with today's games ...Show All

  • Alex Levin Overlaying, like FRAPS/XFire

    I found an MDX overlay examples (drawing over another game), but they don't seem to work without writing some unmanaged code. Is there any way to do this in XNA XNA is too knew for their to be a guide in how to do something like that. It's not really what the framework was intended for so you be pushing yourself technically to get something like that to work (just like you need to do with MDX). If you really want to learn how to write game overlays, I don't really think XNA is your answer. If you want to learn how to write games, then by all means, grab your copy of XNA Game Studio Express and run with it. Thanks for the reply :) Thing is, I don't know to do it in MDX, becuase I can't get MDX exam ...Show All

  • CJW99 Rotating VertexPositionTexture Arrays

    Just for fun I am creating a simple game of space combat. To draw the ships, I am simply applying a texture to a rectangle. The rectangle is a pair of triangles defined using an array of VertexPositionTexture objects. The problem comes in when I try to rotate the ships individually. Up unto recently, I only had one ship on the screen and I was using the following lines of code to draw the ship: Quaternion qRotation = Quaternion.CreateFromAxisAngle(new Vector3(0, 0, 1), fAngle); Matrix mShip = Matrix.CreateFromQuaternion(qRotation) *Matrix.CreateTranslation(fX, fY, 0f); effect.Parameters["xWorld"].SetValue(mShip); //rotate ship effect.Parameters["xTexture"].SetValue(txStarShip); dvOutput.Dr ...Show All

  • Echo invalad install package ?? any idea's ?

    When i tried to install im getting a message saying its not a valid install package. I noticed that the xna beta file is in a .msi format. I am not fimilar with this file type. Due i need a special app to install this file type is it .exe for you all any help would be greatlly aprieciated. msi is short for microsoft installer, it's windows native so you shouldnt have an issue installing it. corrupt download i am currentlly redownloading it. thnx for the help folks:) This is almost always a sign of a corrupt download. I would give it another try. ...Show All

  • nalini Multithreaded Resource Loading

    Can I create VertexBuffers, IndexBuffer and Textures in a separate thread and then use them for rendering within the main thread Or can I at least fill those resources with data from a background thread It would be nice if I could, in addition to loading files in the background (with is reasonably simple using Stream.BeginRead() and Stream.EndRead() ), also set up my GraphicsDevice resources in the background while the user is, for example, watching an animated loading screen. -Markus- I'm quite sure the standard .NET CF 2.0 has the System.Threading namespace with the Thread class. I've done some PocketPC programming (now those things don't even have multi-core CPUs) and even there multithreading is su ...Show All

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