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Software Development Network >> Game Technologies

Game Technologies

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need help..
How do I load a 3d mesh (.x file)?
How long does it take to make a game?
A VERY simple question. I'm obviously missing something -er- obvious
Framerate Independent Movement
How safe is it to inherits one class from XNA's GraphicsComponent?
MipMaps
Magenta sprite color comes up transparent?
Terrain component source code
Advanced shader question

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TimGL
Alexei Pavlov aka BlackTiger
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  • OJacob XBOX >10k sprites per frame !

    Just had to test the gfx power with some simple sprites. Printing 48x48 sprites, ideal size for tile map based games it cranked out over 10,000 sprites at just over 60fps Obviously size, scaling, rotation all has a significant impact on speed but nice to know ! I noticed that when the framerate was fixed it didn't matter how many sprites I displayed it always ran at 60fps. How does it do that Does the gfx card abort what its doing when the next frame is ready You may be able to micro-optimize that by inlining the Rectangle and Vector2 construction. Instead of new Rectangle(0, 0, 48, 48), use: Rectangle r = new Rectangle(); r.Width = 48; r.Height = 48; The CLR handles default con ...Show All

  • kblackwell Managed C# performance loss.

    I caught some people quoting managed performance loss at only 2% (over unmanaged). I am just curious how accurate that assessment is. Last time I was looking into it, DX programmers were quoting 90% of managed performance as a BEST case scenario. (usually much lower) If the margin has grown so low, is there any large scale games developed using C# Try search on this forum. These questions have been asked before. Looks to me like we've got the beginning of another OS war. First of all, if managed code stays competitive because it can offload work on the GPU that's not an endorsement. That's avoiding the issue. Not doing work is not the same as doing work just as fas ...Show All

  • KevinRobinson D3DX10_SPRITE question

    Are there any samples out there that draw a single sprite using the D3DX10_SPRITE struct I'm a bit confused as struct describes the sprite width and height as a vector from the upper-left to lower-right of the sprite. Isn't the width and height normally describes in pixel sizes of the texture, such as 32x32 After a half-hour of messing with this I finally just dropped in D3DXVECTOR2(1,1) and was surprised to see the sprite finally show up. Thanks, Wendy Thanks, that's actually how I got the single sprite to work, but after looking at the amount of code I had to use to get it running compared to DX9, I thought I was doing something wrong. I'm still trying to decide if D3D10 is streamlining things or ...Show All

  • xavier.oudin Fullscreen problems....

    EDIT: I am using Beta 2. I use this as the constructor method... public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 640; graphics.PreferredBackBufferHeight = 480; graphics.PreferMultiSampling = true; graphics.ToggleFullScreen(); content = new ContentManager(Services); } Works great. But when I change the resolution to 800x600, all I get is a black screen. The loop is still running because I can still quit the program. I have also tried 1024x768, that works too. Thought maybe it was an aspect ratio problem, but they are all the same, 1.3333... I have tried turning the multisampling off to no avail. Didnt think that would be it anyways, I play World of Warcraft at 800x60 ...Show All

  • Billy Strader Mixed-mode with XNA on PC?

    If applications written with XNA are not intended to run on the XB360 , will they be allowed to utilize unmanged libs in conjunction with XNA It seems this question is usually answered in the XB360 context. Ok, thanks. Out of curiosity, how have some of you guys already had an opportunity to play with XNA GS Is that the thing that was handed out a GDC Or is there some other place that I have missed somehow I believe XNA GS was demoed at GameFest (*grumbles about not being able to make it*). There's a video out showing some really cool stuff. You can find links here . "When you create an XNA project using the AppWizard in XNA Game Studio it generates two ...Show All

  • Shinzo-Prime Calculations for projecting 3d points to 2d

    Is there a calculation that will calculate 2dX and 2dY from 3dX, 3dY and 3dZ. I read somewhere about diving by Z values and eye distance, but what is the eye distance measure from ok, I thought there was a simplier way, i.e. without the matrix..something like X2d = X3d - (fraction/Z3d+eye dist.) But didnt understand the eye distance deal object/model space position * world matrix = world space position world space position * view matrix = camera/view position camera/view position * projection matrix = screen/clip space position However screen space is -1<x<1 and -1<y<1 so you have to do something like ((x+1)/2) * surfaceWidth and ((-y+1)/2 * sur ...Show All

  • Helen999888 Applying a texture transformation

    Hi - simple problem here - I've got a cube, to which I apply a texture made from the backbuffer - so far so fairly straightforward. However I want to only use a part of the Texture2D I've created - how do I apply a texture transformation to a Texture2D before mapping it over my cube I assume this is the way to change UV coords. Sorry if this is a chump level question - I'm not quite ready yet for anything that involves writing a custom shader. Cheers, Jubber Oh nipples. This is what I was afraid of as I couldn't find anything to just allow me to set a model's uv or the texture uv that is applied to it. When you use .GetTexture you can't even set the height and width to get or an offset. Righto - so ...Show All

  • K&amp;#58;&amp;#58;ot&amp;#63;&amp;#63;&amp;#63;ter Clipping Layered Sprites (UI Related)

    You know how in a panel if a child button runs off the side of the panel, it gets clipped. Does anyone know how one might go about doing that with XNA Or how they do it in OpenGL/DirectX Are they doing something with the stencil buffer You can use the GraphicsDevice.ScissorRectangle property to specify the bounds of the panel, then set the ScissorTestEnable render state to true to clip anything outside of the scissor rectangle. wouldn't it be more efficient to use logic to decide if (for example) the text goes outside of the rectangle text input area then use the source parameter on spriteBatch to then stop it from drawing e.g. if (area.Right > text.Right) { sour ...Show All

  • cuteheart96 XNA Vehice Physics

    Hi, I've been trying to learn vehicle physics for a car game that I'm making. I took some physics from the SpaceWar starter kit but it doesn't have the right physics for my kind of game. In SpaceWar, when you move the ship and then turn it in another direction, it keeps going in the initial direction. That wouldn't work with a car, which needs to change direction when the wheel does no matter if acceleration is being applied or not. Does anyone know of some real easy and good car physics tutorials and examples out there Thanks, Dan Castellon I have the book. Is it possible to convert the code in the book from C++ to C# There is a book, while not XNA specific, that focu ...Show All

  • lil_isie Camera Help

    Hey all im trying to get my camera to work properly i want it positioned behind the model at a certain distance which i have done, but when i turn my avatar i want my camera to turn with it at a proportional distance . right now i can get the camera to turn and follow my avatar from a fixed position easy just put the model position in cameratarget, I can also get the camera to stay behind the avatar at a fixed position but when it follows the model it doesn't turn with it. can i get some help here i can't figure out how to get the code to work so it follows the model and also turns with it so its always behind below is my code minus some of the unneeded code.. public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceMana ...Show All

  • Jutsin Leung Books on XBox 360 and XBox Live Development for eLearning?

    Hello, I'm sorry to be such a noob, but if you have children, please consider offering me some assistance. I'm studying what it would take to put a SCORM compliant Learning Management System like Moodle ( http://moodle.org ) on XBox Live with the goal of offering downloadable eLearning that would lead to "Achievements" in things like basic math, geography, and other academic topics, in an entertaining manner. Before I get started, I'd like to read a book on XBox 360 and XBox Live development and find out a few things. Can someone please recommend a good book on XBox 360 and XBox Live development, targeted at an intermediate level C# programmer with Visual Studio Is there a Macromedia/Adobe Flash player for XBox 36 ...Show All

  • keithy02 New XNA wargame : StrikeZone

    Hello I am doing a wargame engine. You can see video here : http://pitil.blog.mongenie.com/ The engine will be open for every one ! Thank you Good job. Keep us updated. I will try but time is not enought :) Today (for now because it is only 9h pm :)) I have added Pause menu and capacities to stop Nice progress! Cool mate! Let us know about the progress :) pitil wrote: Yes Mercury help me a lot :) why make what is already made :D If you want my change just ask me, it is for the scrolling background and depth problem :) Yes! I'd be really interested to see your modifications :) Your game is looking fantastic by the way - i'm also interested in doing an RTS game in the future :) My email address i ...Show All

  • Teddy79 ilasm support

    Even though C++/CLI and VB.NET are not supported in the initial release, one could theoretically write a game in ilasm assembly language for the xbox 360 right At least the ilasm instructions needed to support C# would have to be a part of the 360's runtime. So if a team wanted to program a game for the xbox in Java lets say, they would just have to build a Java compiler that targets a subset of the ilasm instructions used for C# As you identified, while not supported you could definitely craft a game in ilasm. Or a compiler for that matter. The CLR on xbox 360 does not support all possible IL opcodes, but it does support whatever the C# compiler can generate. ...Show All

  • softcon 3D Actors and animation for games

    Hello I am currently taking part in the XNA GSE beta, but I approach this from the content production side with focus primarily on 3D character motion and facial animation. My expertise is not coding, but intrigued by the press blitz put on by MS I took bait. Here's what I'm thinking. I would like to test and work with those here to collaborate on a project. I can provide some characters and animation in FBX format or X format, which can convert to SWM if necessary. If anyone is working on a FPS or action/adventure, or any game for that matter that would need 3D characters and facial animation please contact me. I can produce prototypes on-the-fly of any basic human in general clothing or more complex needs based on the project. Ultima ...Show All

  • e.henriquez Tiger Model Textures don't look right...

    I've been having some problems with textures and the content pipeline. I've tried exporting some textured objects and the textures seem to repeat a small section over the whole model. As a sanity check, I decided to load the Tiger.X model from the DirectX SDK, and it seems to exhibit the same problem. What exactly is going on here Sorry for bumping this, but I would be interested to know why a .X file from the DirectX SDK doesn't work in XNA. I think it has something to do with why my models' textures seem wrong. Hey TCSC, I just tried this with the Tiger model from the October DirectX SDK and was not able to reproduce any problems with my model code that I use ...Show All

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