Software Development Network Logo
  • IE Development
  • Smart Devicet
  • Windows Forms
  • Visual C#
  • Visual Studio
  • SharePoint Products
  • Visual FoxPro
  • Windows Vista
  • Visual Basic
  • SQL Server
  • Microsoft ISV
  • Visual C++
  • Audio and Video
  • .NET Development
  • VS Team System

Software Development Network >> Game Technologies

Game Technologies

New Question

Where can I find SamplerState reference
Point Sprites on XBOX 360 causes crash
render on atexture?
Custom Importers
GPU Based State-Preserving Particle System with XNA
Screen layout for 360 games
Random and tileing
Implications of Keyboard.GetState() returning a KeyboardState structure.
directdraw not available?
Animation mesh sample

Top Answerers

Sparklight
Cassiopeiaxy
kawano1h
shimshon
Chapio
RGLloyd
tgbt
Moonshadow
Kamii47
reichard
Guardian Unlimited Business
Only Title

Answer Questions

  • JUNJIE.HONG Interfaces

    Could anyone point me in the right direction regarding programming c# with interfaces. I've googled up the subject and whilst there are some good tutorials on how to do it, non of them really explain in simple terms why we should or shouldn't. I just can't seem to get my head around how they work properly. You often use interfaces when a group of classes have a similar behaviour but are otherwise unrelated. Sometimes this is because they can all do a second 'trick', like generate log data, but you don't want them to all have the same base class (so it is like a cheap multiple inheritance). Another example might be when you load plugins - you could force all user created plugins to inherit from your plugin class, but that can get ugl ...Show All

  • Nawar G. What are the recommended books and sites for learning C# so I can then make a game using XNA?

    XNA has made game development easy, but to use the XNA framework you still have to be able to develop with C#. You don't have to be an expert, but you do need to understand the basics of Object Oriented development and the general syntax for the C# language. That's great for those of us who are already developers, but there are a lot of people interested in XNA, that are not already developers (and some of them are developers who just haven't given C# a try yet). Every time a new game developer hopeful comes into the forums frustrated because they don't understand the code or where to start, we give them a generic answer about taking some development classes, find some books on C#, check out some C# tutorial sites or point them towards To ...Show All

  • THE RAZI Any regional restriction about Creators Club membership and XNA Game Launcher

    I am an indie developer in Hong Kong. It is so exciting that XNA will be released in 11th Dec, and I decide to join the Creators Club immediately so that I can test my homebrew game on XB360 asap. But I would like to confirm that is it any problem to subscribe and execute the XNA Game Launcher on HK / JP or US XB360 You can easily move the disc of the one copy you buy between the consoles, although it can only run on one console at a time. Something similar should be the case with any digital purchase (but often is not -- hence the reluctance of consumers to move away from physical media). Also: what if my console breaks, and I get a replacement on eBay There is nothing stopping you having multip ...Show All

  • XNA Rockstar Contour offset of a polygon

    Dear All, I am using DirectX to write application and I cannot figure out how to do this: I have a polygon and I want to create inward contours offset of that polygon by giving number of contours that I want and the distance from one contour to another as well. I would highly appreciate if anyone can advise me the algorithm of doing this Regards, LG Cel shading algorithms are all doing the technic you're decribing : extracting contours and rendering them with tunable parameters (thickness, ...). I won't be able to explain you how to do, but you can easily find tutorials and samples around the net. You can try Nvidia and ATI developper pages, Nehe (but it's opengl), and of course google ...Show All

  • Shril Pyrrho Q: How to get a job behind game music ? ?

    Hey guys/gals, My names Jeff. I'm a musical programmer/composer that is very interested in working with any Dev. co. on music for a project. I AM a proffesional with sound clips ready as proof, and have been a gamer since the age of 6. If anyone has any info to help me out on this topic, I'd greatly appreciate it. Thanks! J Try the indie game forums http://forums.indiegamer.com/ or gamedev http://www.gamedev.net/community/forums/forum.asp forum_id=19 (please read their FAQ first before posting general questions like yours as its probably been asked thousands of times) ...Show All

  • PhaedoHD Probably an easy one: I'd like a class to have its own textures.

    I'm converting over an old project I did in GSE Beta 1 where a class (specifically, my 'background image' class) had its own Texture2D. Here's exactly how I went about loading the texture in my old Beta1 version: Vector2 location, offscreen; Texture2D bg; public Background(GraphicsDevice Device) { location = new Vector2(0,0); offscreen = new Vector2(0,480); bg = Texture2D.FromFile(Device,"resources\\background.png"); } Now obviously this doesn't work any longer. As such, I've been trying to convert this over to 1.0 compliant code. I can get my code to compile without any problems, but I can't get the silly thing to run. The error I keep getting is as follows: Error loading "backg ...Show All

  • meho Camera concepts

    I was reading a little bit about camera handling and was wondering what the typical concept is. Assume you are programming a 3D world where a player can move. Would you: a) move the camera and leave the world objects fixed if the player moves or b) move all world objects to make it appear as if the player moves I write something that plays in a fixed sized world and I have several elements moving independently from the player, so I used a) there. But would you use a) for e.g. a space fighter simulation, too Or a race game Or something that plays in a virtual city Hi Mr. Doe, I remember wondering about this myself, some time ago. :-) Don't sweat it. Just move your objects and camera(s) directly ( ...Show All

  • Christoph_S Terrain Options

    Hi Whats better for implement terrain -Use the content pipeline for load then .x file with the terrain or -implement de class for convert the pixels of .raw file in vertex with the height (y axi) dependent of de gray color I have problem whit the first option becose a can't extract the vertexs of vertexbuffer becose the vertexbuffer is WriteOnly What I can do thank's Man. That's about five more ways than I had thought to do it. Reasonably, you could have a split that tests for Shader 3, and if not, fail back to the heightmap processing in the build. I'm pretty sure there's a tutorial on the net somewhere that covers how to do this, and I h ...Show All

  • George2 DreamBuildPlay is up!!!

    Now go register!!   Actual contest details to come the week of Feb 5th I guess NEW JERSEY isn't in the United States, I swear to god it isn't in the list of states... :( The site is live and yes we realize there are a few things that haven't quite propped properly. We've got people looking to get these fixed asap. To be clear, yes you will be able to register outside the US as this is a global competition. And yes, the missing states will be re-annexed shortly. Apologies for the wrinkles in the rollout. --dave ..jeez whoever designed the website should be shot for this oversight No Tennesee either... ...Show All

  • Berber Can't create texture on WM5.0 PPC

    Hi all, I invoke IDirect3DMobileDevice->CreateTexture to create a texture, but what annoyed me is CreateTexutre always return error D3DMERR_DRIVERUNSUPPORTED while it can work correctly on WM5.0 PPC emulator. the device I used is Dell AXIM X51V, and sample code as follows: // create d3d object. m_pD3DMobile = ::Direct3DMobileCreate( D3DM_SDK_VERSION ); RECT rtClt; ::GetClientRect( hWnd, &rtClt ); D3DMFORMAT format = D3DMFMT_R5G6B5; D3DMPRESENT_PARAMETERS param; memset( &param, 0, sizeof(D3DMPRESENT_PARAMETERS) ); param.BackBufferWidth = rtClt.right; param.BackBufferHeight = rtClt.bottom; param.BackBufferFormat = format; param.BackBufferCount = 0; param.MultiSampleType = D3DMMULTISAMPL ...Show All

  • Anutthara - MSFT Riemers.net -- 4th Series finished: Final screenshots

    Hi all -- I've been working on a 4th Series of XNA Tutorials, which deals with advanced terrain rendering. This series is completely new; it is not a translation of one of my MDX series. The graphical part of the series has been finished, so you can already have a look at some screenshots: XNA Tutorials Series 4: Advanced terrain You can expect the first chapters somewhere next week. I first have to clean up some code and get the skydome exported to a .x file! If you have some experience with this, head over to this thread please.   ps: you can find links to 2 larger screenshots in the 3rd paragraph. Hi Reimer; Microsofts's mesh class has a helper function that allows you to save meshes in .x forma ...Show All

  • Jyothi G Video/Animation Playback

    Hi, I'm currently writing a library (for XNA/DirectX) for animation/soundless video playback, and I have a few design questions for the pros out there if you don't mind answering them : I'm having my animation class inherit from game component, and update the frame depending on game time in the overriden Update method, and render it in the overidden Draw method, but even when I preload my textures to render, playback is choppy. Not sure exactly why, but I notice this only when I have significant number of frames (I noticed it with 100 frames, but *not* with 10/15). This problem may be linked and solved by the 2nd point, so please read on. When I preload all the textures for the frames in the animation (and the no. of frames ...Show All

  • mikeroberts23 DirectX Questions... Problems with .lib and ddraw.h

    Hi, ... ... ... I use the Visual Studio 2005 Standard Edition, Visual C++ 2005... I've done some Windows programming and been using the GDI to make some graphics so far, it works well... But can anybody tell me how to Clear the screen after using the GDIs to draw some polygons... You see, the screen then becomes full of polygons, and that's what was wanted, but then, finally, how about Clearing the Screen completely and then start to draw some other, say, triangles instead... So, What is the exact Command to Clear that Window that the polygons were drawn in... ... ... ... OK, Now, here's the problems... I've finally started to get into Direct3D and DirectX... So, I've read and Understood all the materials about how to creat ...Show All

  • BrettDerry imagebox

    is there anyway i can get a picture with the format .dds in a picturebox or is there any other way i can show a dds is it even possible There are tutorial projects in the Feb 07 DX SDK that will show you how I believe. Download it here . this is the only thing i have left, pls help If you mean a DirectDraw surface file, you'll have to get DirectX to draw it to an image first. yes, how do i do that I don't use DirectX. You might try asking on the DirectX 101 forum ...Show All

  • RichardM_UK ode.xna

    By the way, I had ported ODE.NET to MDX 2.0 in the past. Today, I recompiled it with references to XNA with VS2005. The compiler didn't complain. I'm in the process of getting a demo working with references to ode.xna it but it's still in the early stages so I can't be 100% sure it will work. So far so good :/ www.pepperboy.net Thats great does it target the compact framework But it's still wrapping the native stuff and can't be used on the XB360, right this is a mis-reply but you may find it interesting anyway. lol vidalsasoon or e. ogas, is there somewhere I can get the source for ode.net for mdx 1.1 or 2.0 ...Show All

456789101112131415161718192021

©2008 Software Development Network

powered by phorum