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Software Development Network >> Game Technologies

Game Technologies

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3D picking - possible solution?
Getting cue names
Re-focusing XNA game window
Where is the download? Here
Announcing XNAStage project on CodePlex
first 3D object
2 ContentTypeReaders with the same return type.
best methods for scene management...
Spacewar failed to build... Different processor target
When will the Content Pipeline be released?

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Answer Questions

  • kadabba Logitech G25 DirectInput

    Does anybody knows about this problem My new Logitech G25 not work with DirectX SDK directinput samples. It says "no force feedback device found"... Please help ! Hi there, you got the solution to your problem just here http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1232887&SiteID=1 or at my blog: http://graphicdna.blogspot.com Thank you. I have seen your post one minute ago. ...Show All

  • dima_ua Why I can't input Chinese in the IMEEditBox when running the sample CustomUI?

    hi, I try to study how to input miltilanguage in Directx 3D, and I try to run the sample program CustomUI in Directx SDK(Microsoft DirectX SDK\Samples\C++\Direct3D\CustomUI), but I found I can't input the Chinese in the CDXUTIMEEditBox, what is the problem Since I am a newer and I am not familiar with the IME message process inside the CDXUTIMEEditBox object ,plz help me how to solve this problem,i.e., input the Chinese and show the words on the 3D Thank you so much! why nobody helps me Plz. ...Show All

  • csi_hugh 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 It's been my experience that changing textures has the most impact as far as state changes go, in most rendering situations. But some com ...Show All

  • Gmorken Toon shader question

    i have trouble by this question few days i use a 32*1 texture,it contains four luminance /////////////////////////////////////////////////// LPDIRECT3DTEXTURE9 g_pTexture = NULL; if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "Toon.bmp", &g_pTexture) ) ) { if( FAILED(D3DXCreateTextureFromFile( g_pd3dDevice, "..\\Toon.bmp", &g_pTexture) ) ) { MessageBox(NULL, "Could not find Toon.bmp", "tiger.bmp", MB_OK); return E_FAIL; } } /////////////////////////////////////////////////// then i set the effect g_pEffect->SetTexture("Toon",g_pTexture); in the fx files (the while below) //////////////////////////////////////////////////// texture Toon; ///// ...Show All

  • Anu Beniwal Can anyone replicate this Generic List and Component problem I am having

    Hi, I belive this is a problem with XNA Game Studio because of the discussion I have had on the Winform thread http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=766386&SiteID=1&mode=1 [Problem with List<T> and TypeConverter] I have a GameComponent that contains a Generic list of my custom class called Background Layer. This Background Layer has a custom type converter called LayerConverter. The problem I am having is that when I edit the collection via the designer the collection property editor is wrong. The properties that I can see are under an expansion box called "Value", changing this value doesn't work it keeps reverting back. I have traced it to the fact that whatever calls the type converter calls ...Show All

  • JonAkaJon Running XBox360 games made with XNA GSE without XBox Live subscription

    Will it be possible to run games we make using XNA Game Studio Express on our own XBox360 without signing up for the XBox Live $99 yearly subscription Granted the "getting a Dev kit" part is where most of the trouble is. You have to be a recognized 360 developer and not just an indie or enthusiast. You probably have to jump through the normal publishing hoops It would be a MMOS (Massively Multiplayer Online Shop) That sounds amazing, imagine having a little shop :D, making clothes. From the FAQ : Q: Why isn’t there any Xbox 360 support in the beta A: Microsoft does not release beta software on the Xbox 360 for security reasons. Thanks to the d ...Show All

  • jrb1 Are these videos still usefull?

    http://www.microsoft.com/events/series/msdnvideodev.mspx Are those videos still usefull for using XNA (the basics) and will there be similar XNA videos released Thank you for your time. Watching them and they are pretty good. I really hope they make some with XNA using camtasia. We certainly have some plans to do some webcasts of our own, (late september with more details coming soon) but right now we're just focusing on getting the beta out to you :-) Yeah Im pumped. I remember filling out a survey from Gamedev about MS and asking about what I knew about tourqe, since then I guessed MS was doing something like it. Will be exciting! ...Show All

  • Arslan.Ahmed aaaaaaaarrrrrrrrrrrrrrrrrgggggg!!!!!!

    I do not sleep the two days because of XNA framework… because it delays in such a way ... I am starting to hear voices ...I have fear… fear to sleep and the SDK not to leave. MClever wrote: Well just so you're well aware, there are ninjas trying to kill you.... Well, as long as there's not also pirates and robots. Just wait ,wait for ever I hear there is a new mandate to make all people excited about XNA wait until they mutiny. hahaha they are killing us with antisipation i think. Yea we were uh...just milling about in the shadows is all....... no we're not... MClever wrote: Well just so you're well aware, there are ninjas ...Show All

  • 2000MPH Cursor Support

    It seems that the SetCursorProperties method and its related methods have been removed from the GraphicsDevice class.  I can't seem to find an implementation of the hardware cursor anywhere else. Do I have to draw my own cursor now I really would prefer to use the hardware cursor, as it doesn't lag like a sprite-based cursor and also keeps the user's desktop cursor settings. Any suggestions Edit: I just noticed that Texture2D no longer has a GetSurfaceLevel method either. It has a LevelCount property but apparently no way to access the surface levels. According to the FAQ that comes with the 1.0 release: My mouse cursor is not visible. How can I make it visible Set the Game . I ...Show All

  • fruce Another Perplexing Problem

    Say I have two models on screen, myModel, and myModel2. Both use the same .X file. If I do the Model.Root.Transform during the Update call, and comment out the modelToDraw.Root.Transform line in draw_model (see code below), then only myModel2 will be drawn. Why Is there some graphical data sharing going on Fun things I learn as I explore XNA...           protected override void LoadGraphicsContent( bool loadAllContent)         {             if (loadAllContent)             {         & ...Show All

  • Peter Mackay What happened to the dragging and dropping?

    What happened to the dragging and dropping of game components in GSE Beta 2 Jim Perry wrote: Beta 2 games work almost exactly like 1.0 games. Every Beta 2 sample I have works in 1.0. But they took the design model out in Beta 2 No nifty object/parameter exposing ease paradigm they were excited about in all those webcasts. I'm guessing after right-click adding a game component to my solution I could then add the component logic from a code snippit library After adding/pasting the logic, the parameters would again be exposed like in the demo videos However the graphic/design model strategy would probably promote more excitement and thus more sharing/bigger libraries of components ...Show All

  • Steven Liu HLSL shader debugging in PIX

    Anybody tried out HLSL shader debugging in PIX (December 2006 SDK) I'm trying on the C++/DX9 Samples that ships with the SDK but cant get PIX to go into debug mode for vertex shader debugging. My repro case: - Compile any sample in debug mode with DEBUG_VS defined for the preprocessor (I tried Anitalias, BasicHLSL, and HDRLighting) - Start PIX - Load the debug executable in PIX experiment (F12 mode) - Frame capture of the app - Go to any draw call in PIX - Select a vertex and choose debug vertex (you can also go via pixel debugging path) - I get "An error occurred while preparing to debug the shader" Anything wrong here Thanks. i dont think pix supposrts dx10 yet, ...Show All

  • __ButterFly__ flicker in 1280x800

    Hello guys! I'm writing a simple game using xna game studio express and in 1280x800 resolution I have a flicker effect :( My graphics card is an ATI Radeon Xpress 200M with 128mb what's happen tks! Shinji hi try this as it maybe the refresh rate which I found as an issue but this fixed it in windowd and full screen!!!! '//Lock Frame rate to vertical sync on monitor graphics.SynchronizeWithVerticalRetrace = True ' //Commits the changes to the graphics Device graphics.ApplyChanges() AllowMultSampling was causing flick too. I'm wat set it to false and the game play was normal!!! tks! Shinji www.sharpgames.net ^___^ I found the problem! A dupli ...Show All

  • mranzani Error when trying to install XNA Build

    After I downloaded the XNA Build March 2006 CTP, I was brought to a page that showed me how to setup Microsoft Visual Studio 2005 Premier Partner Edition. I successfully installed Microsoft Windows Installer 3.1, Miscrosoft XML 6.0, and Microsof .NET Framework 2.0. After I did that I downloaded Vs_Setup.msi. I double clicked it and there was no visual activity on my computer. About a minute later a message came up that said, "Error 1311.Source File not found : C:\Documents and Settings\(My Name)\My Documents\_1519_RTL_x86_enu_VSCC_Help_Collection.cab. Verify that the file exists and that you can access it. The file did not exist and I could not access it. I have retried installing many times but the same thing happens. Help apprecia ...Show All

  • yodafett_77 Catch the Maximize

    So, in our game the user can resize the window proportionally, since we catch the WM_SIZING event... works fine, and DirectX scales nicely (D3D9). But when the user clicks the maximize gadget, then after maximizing, the window resizing is then disabled by windows Is there a way to catch the Maximize event, so that we resize ourselves, or is there a way to 'unlock' the window, so the user still can resize the window normally (IsZoomed returns true) thanx in advance... that was the one I needed... oversaw it... shoots... but thanx :-) Sodan2, Just to add to what waruwaru has responded, you would catch the maximize event in your message loop by trapping ...Show All

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