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Software Development Network >> Game Technologies

Game Technologies

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Answer Questions

  • Chris Wilson Collision Detection With Bezier Curves

    Hi, I'm currently making a small 2D game in XNA Game Studio Express. It involves a player moving around a terrain and being able to collide with it. Nearly all the graphics and settings in my game are user generated so this allows for everything to be quite customisable. For collision detection the user specifies paths made of Bezier curves which are stored in a file. The game reads this file and stores a number of points on the curves in an array. The player is also made of Bezier curves that are converted into points: This shows how I want collision detection to happen; if any of the lines that make up the player intersect with any of the lines that make up the terrain, then a collision has occurred. Once a collision has occurred two t ...Show All

  • FixingTheHoleInTheOcean ExternalReference<CompiledShader> - Am I missing something?

    I'm trying to create references to .fx files from my Content Pipeline types (my writer). When I build my level objects, I want the references to textures and effect files to be baked into the object so that you don't have to add .fx and .png files to your project, just add the file that processes into a level. (A .bsp in my case). My problem is that I used this thread to create external references to textures, but the same technique does not work for shaders. Psuedo code in the processor: ExternalReference<EffectContent> source = new ExternalReference<EffectContent>("C:\shader.fx"); ExternalReference<CompiledShader> built = context.BuildAsset<CompiledShader>(source, typeof(EffectProcessor).Name); ...Show All

  • Eddie Garcia need help..

    im kinda new to xna and c# and when i tried to debug now i get some errors that i dont know how to fix lol. heres the errors i get this is what i wrote in: protected override void Draw(Microsoft.Xna.Framework. GameTime gameTime) { this .graphics.GraphicsDevice.Clear(Microsoft.Xna.Framework.Graphics. Color .Black); this .spritebatch.Begin(Microsoft.Xna.Framework.Graphics. SpriteBlendMode .AlphaBlend); this .spritebatch.Draw( this .mytexture, this .spriteposition, Microsoft.Xna.Framework.Graphics. Color .White); this .spritebatch.End(); base .Draw(gameTime); } and heres the errors: error 1 = Error 1 The best overloaded method match for 'Microsoft.Xna.Framework.Graphics.SpriteBatch.Draw(Microso ...Show All

  • Greg Allen Programatically pressing keys or moving the mouse?

    Hello I am not sure if this is the right forum for this question, apologies. Is there a way by which I can programmatically move the mouse or press certain keys on the keyboard Regards, Use this forum for WinForms questions: http://forums.microsoft.com/MSDN/ShowForum.aspx ForumID=8&SiteID=1 Or the microsoft.public.win32.programmer.ui for core (C++) solutions of such issues... ...Show All

  • narend GraphicsDevice.VertexSamplerStates

    when I set a texture filter i'm not able to see a different result in my scene. and... there are also two collection: GraphicsDevice.Textures and GraphicsDevice.VertexTextures. what are they doing i have to set the texture by the basic effect haven't i i has set the texture filter before i'm running basicEffect.Begin();  but when i set the texture filter after running pass.Begin(); there is no other result either.... but i think it's because my new graphics card. on my old graphics card there was a wide difference between point filtering and bilinear filtering. now both methods are looking similary.. what is the goal of the VertexTexture collection texture addressing: does the basiceffect ...Show All

  • Johan Nordberg shader 1.1 or higher?

    everytime i hit f5 to build and debug my program it always gives me this error........"Could not find a Direct3D device that has a Direct3D9-level driver and supports pixel shader 1.1 or greater." does anyone know how i can take care of that problem. I downloaded the DirectX SDK and all the other stuff but its still giving me that I believe that's similar to a GeForce 4 MX, which is similar to a GeForce 2, which doesn't have shader support. You probably need to upgrade. What graphics card do you have If you have an old card (like a GeForce 3), it probably doesn't have shader support. Unfortunately, if that is the case, then the only way to solve the problem is to buy a new card. Althou ...Show All

  • Mark Rendle What do you get with “Creator’s Club” membership?

    Just couious if for the $99 a year what do you get with “Creator’s Club” Mainly does it include XBL Gold Just wanted to know, I am not the richest person in the world and have to convince wife that $99 is worth it. I just want an "I <heart> XNA" bumper sticker and t-shirt. You will only need an Xbox Live Silver account to participate in the XNA Creator's Club.  aL What will I need to write a non-commercial Xbox Live game, and share it with friends Will the Express beta support Xbox 360 development Will I only be able to share my games with other Creators' Club members What will I need to share a game with other Xbox 360 users Will this be possible with the Express ...Show All

  • HiTech2k Got a Feature Suggestion for the Next Version of the XNA Framework?

    Cross posted from: http://blogs.msdn.com/xna/archive/2006/12/03/got-a-feature-suggestion-for-the-next-version-of-xna-game-studio-express.aspx We're putting the final touches on our first release of XNA Game Studio Express and our launch on December 11 th is less than three weeks away! Many of the team’s members have started to think about features that could be implemented in versions of XNA Game Studio Express down the road. While the team has ideas about things we’d like to do, we rely on you to tell us about the things you’re interested in or that you’d like us to change in future releases of the Product. The best way to share this information with us is by using Microsoft Connect . If you’re unfamiliar with Microsoft Connect, plea ...Show All

  • Matt Greenwald using the XmlImporter w/Content Pipeline

    I have all my game objects defined in XML files and I would like to use the Content Pipeline to load them. Looking at the available importers, it seems like the XmlImporter is the right choice, but it appears to want the XML in a certain format (a reasonable requirement). So far I haven't found any documentation on the correct way to format the file. It seems like this would use the XML serialization in C# to serialize/deserialize the object. When you pick XmlImporter in the properties, however, it appears to want a particular root element. Also, I would assume that you would use the No Processing Required for the Content Processor. If that is the case, then I think it is just a matter of formatting the XML file correctly, selecting the XM ...Show All

  • papermater How to interact with 3D world using mouse?

    Hi! I want to move the camera translatory with the mouse. I also want to determine 3D world coordinates of the point that was clicked by user, on the plane notmal to camera vector. Camera's height i.e. distance from mentioned plane is vvariable and controlled by user. Whole D3D scene is rendered on a panel control. I am using C# and DirectX 9b. I'd appreciate any help! Thanx in advance! Thank you, I resolved my problem. The thing is, I should have used orthogonal projection from the start. This way, it all bils down to simplest math, knowing that in my 3D world there is only a single plane that is normal to camera's vector. Translating should be pretty easy ...Show All

  • ZackL Help Using Quaternion To Find Target

    I've read a couple of very helpful threads here on Quaternions, so I decided to try putting them to use. I was able to use them to move a 3D object around using a modification of Riemer's flight simulator tutorial, to which I added a second object. However, I then tried to initialize the orientation of the two objects to point towards each other from any given starting location, and that didn't work the way I expected. Can someone help me understand what's wrong with the following code public void SetOrientation(Vector3 startLocation, Vector3 targetLocation) { Matrix target = Matrix.CreateLookAt(startLocation, targetLocation, Vector3.Up); Orientation = Quaternion.CreateFromRotationMatrix(target); } public virtual void U ...Show All

  • K. Ravinder Reddy Custom Content Processor - Usage

    Hi, I am looking from some advice on writing a custom content processor for XNA. I have been working on a tile engine and have my Windows based tile map editor up and running. This editor produces an XML file holding all the tile set bitmaps, a list of all the levels in the map and a list of layers on each level. I am thinking of using a custom content processor to load this XML file, parse it and serialise it to the xnb file. I then plan to write a custom importer which will create a top level map object which will hold the tile sets as Texure2D objects and a dictionary of levels in the map. Does this seem like the correct use for a content processor Andy This is absolutely a great way to empl ...Show All

  • Supernaut Local Texture References Vs. ContentManager.Load

    Many examples, both in Help Contents and not, access Texture information in various ways. Most create a local reference to the texture: private Texture2D texture; Which is then used in a Draw method: public override void Draw( GameTime gameTime) {     this .spriteBatch.Draw( this .texture, Vector2 .Zero, Color .White);     base .Draw(gameTime); } The Microsoft.Xna.Framework.Content. ContentManager stores loaded texture information in a private Dictionary<>. Would it be inappropriate to reference a texture from within the Draw method via the ContentManager   This of course requires the texture is initially -- and when necessary -- loaded in the Loa ...Show All

  • Jesper Ekenberg Post-Processing Shaders and Layers?

    I want to create 2D sprite scenes in GSE the way you work with layers in Photoshop. This is an example of a scenario of what I would like to achieve: Say, I have 2 layers of background and 1 layer of foreground. The first background layer is a sky with a sun. I want to blur this layer with a PixelShader. The second background layer is trees. This layer I also want to blur, but not as much as the layer beneath it, for a Depth of Field effect. The foreground layer contains the grassy ground and the player sprite. On top of all layers I want to put a glow effect from the sun also with a PixelShader. The glow effect should use a Glow Alpha texture that will be "deformed" by the layers, if something is covering the sun those pixel in the Alpha ...Show All

  • Hatchman What games or applications are allowed?

    Hellos I have a few questions regarding the content of the games: Is it allowed to put out advergames sponsored by 3rd party commmercial companies (Either games that feature sponsored splash screens in menu etc or even product placement in the game) Then what about adult content Like how much Blood, Gore, Drugs, Nudity is allowed Do games have to be politically correct cheers Nils So therefore commercial content cannot be published via the Creator's Club and you must be in the Registered Developer Program if you want to get into the commercial side of the Xbox 360. Am I correct what are "pieces" content or actual games MrSock wrote: Gimme a break! A big corporation l ...Show All

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