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Software Development Network >> Game Technologies

Game Technologies

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2D sprite textures with c++
Software Development with DirectX 10
End users shouldn't have to rewrite XNA math functions in order to improve performance.
Runtime platform determination?
reduced texture color depth
Can you kindly seperate Vista-only parts (like samples) from DX 9 SDK August 2k6 Update?
3DS Max export
Maybe I'm an idiot
Having Trouble Rotating Spaceship
help with everything

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  • Liam404 problems creating a triangle strip for a terrain section

    Hi I am having a few problems creating an index buffer for a triangle strip for a terrain section. I have a section similar to the following. 0 - 1 - 2 | / | / | 3 - 4 - 5 | / | / | 6 - 7 - 8 I define my triangle strip using the following indices also with one degenerate triangle, I have bolded it so it stands out better. 0, 3, 1, 4, 2, 5, 5, 3 , 3, 6, 4, 7, 5, 8 My first question is, is this degenerate correct it seems to be correct, but my next problem is what confuses matters as it really affects wether my terrain tile renders correctly without gaps. When it comes round to making my DrawIndexedPrimitives call, I have to specify the number of vertices, and the total number of primitives. I would have thought t ...Show All

  • Michael Lutz141607 I need sum clarifications

    Hi all, I just started to learn 3D GameStudio ( it's a game engine), it's ease to learn it has a GUI wher u can design ur level and assigne behavoirs , instant walkthrough etc. Is possibile to do that in XNA, I mean it has a GUI couse I installed it with the VC# express and I tryied to find graphic windows or sumthing that u can deal with interactivly . I found only code editor. Is this the only way to do in XNA I must do every thing by coding In case I want to learn XNA where can I start ( I don't now nothing about VC#) and I need long time to start doing sumthing interesting. Thanks for ur Help. No is the short answer to your questions. XNA is simply a framework on which you can write a ...Show All

  • Ronaldlee Ejalu Problem with UpdateSurface

    i'm trying to create a 2d graphical engine using DX9, but when i try to blit a sprite to the screen it just fails, just can't see why. All input is valid, including the input and output surfaces, but it just doesn't stop giving INVALID_CALL as return code. Here's my code: void GraphEngine::drawImage(GraphResource *img, int X, int Y) { // Locals D3DSURFACE_DESC imgSize, debug; RECT imgRect; POINT dest; HRESULT tresult; // Get Surface descriptor tresult = img->Image->GetDesc(&imgSize); // debug code D3DScreen->GetDesc(&debug); // Fill rectangle imgRect.right = 0; imgRect.bottom = 0; imgRect.left = imgSize.Width; imgRect.top = imgSize.Height; // Destination p ...Show All

  • vandewst Best way to draw lots of cubes

    I'm currently porting over a DX app which displays lots of cubes (all same shape but different locations and rotations). Now with DX, I just created a BoxMesh and used the MatrixStack to translate and rotate the mesh to the right place before drawing it and popping the matrix off the stack to leave me at the previous location. Now it appears that MatrixStack isn't part of XNA so whats the best way of doing the same thing Cheers Create a generic stack of type matrix, i.e.: Stack<Matrix> matrixStack = new Stack<Matrix>(); Push and pop matrices as desired, applying the transform of the top matrix (matrixStack.Peek() gets you the top) to the new matrix whenever you push one on.  You can eas ...Show All

  • DaveSussman Invisible Skybox

    Hi i have used some of the code from the SkyBoxDemo tutorial to make a skybox in my game. I adapted the code to run with my game but when i debug the game i cannot see the skybox and my model following camera flips round to face the front of the model insted of the back and The Ship model turns weird colors!   Hi Zulbaric: Your code looks like it's from the SkySphereDemo and EarthOrbitDemo that I created awhile ago. At the time, I didn't have the understanding of world coordinates and object coordinates that I do now, and that may be affecting your game. I'd suggest you take a look at this forum topic: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1212376&SiteID=1 . If you're using ...Show All

  • RustyBadger Why Can I only see Red Color when drawing three points which have three colors?

    CustomVertex.TransformedColored[] verts = new CustomVertex.TransformedColored[3]; verts[0].X=150;verts[0].Y=50;verts[0].Z=0.5f;verts[0].Color=Color.Red.ToArgb(); verts[1].X=250;verts[1].Y=250;verts[1].Z=0.5f;verts[1].Color=Color.Yellow.ToArgb(); verts[2].X=50;verts[2].Y=250;verts[2].Z=0.5f; verts[2].Color =Color.Green.ToArgb(); device.SetRenderState(RenderStates.ShadeMode,2); device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1); Someone Please tell me If Light is ON : (and one light is defined...not a spot light but a global Light) ColorVertex=MaterialColor * (AmbientColor + Light1 +Ligth2...) And You need to specify the ColorOp, ARG1 and ARG2 In your case you would need ColorOp to be SELECTARG1 a ...Show All

  • maxtothemax Why does my displayed mesh dim when rotating on an LCD TV?

    Hi; I'm currently doing my programming on a 37 inch Sharp Aquos TV. My game is loading a moderately large mesh (64x64 triangles) and displaying it on screen in wire-frame mode. The strange thing is, when I rotate the mesh .....the mesh dims! At a rough guess, it's only 50% of the brightness it's displayed at when not being rotated. Because I run my apps at full speed for performance testing (about 459 FPS currently) at first I suspected that as I had synchronise with vertical retrace turned off, parts of the mesh were not being drawn in intermittent frames, therefore resulting in the overall apparent dimming. But when I set this.isfixedtimestep to true and turned on synchronise with vertical retrace ... the same thing happens! AT 60FPS ...Show All

  • John12312 New version of Octtree Game Component

    I just uploaded version 0.1.2 on filefront http://hosted.filefront.com/ClydeCoulter in the XNA folder. I'm still working with CodePlex for a project there. (I think they thought it was for the same project since Quad and Oct were the only part of the name difference). I have made several fixes to and add more support for the OcttreeGameComponent class and added a simple example of the same in the TestOcttree1 project. I really would like some feedback on this project and the Quadtree project since there have been lots of downloads. How are you using it Are you using it or just curios Problems Enhancement that you have made....etc.... Post to answer this post or use the Forum at the quadtree project on CodePlex for both proje ...Show All

  • MSP.Saami Just Curious...

    Would it be advisable to use managed dx for gaming development rather than the native code Just curious.... I'm not into game development yet... And still a lousy programmer... Cursious due to factors like to time frames, difficulty and efficiency.... Generally speaking, the performance difference will only be perceptible if you're building a multi-million dollar high-end game. There is no real reason you can't write in managed code. Even better news: We support both approaches There's no short answer to this. Should you write a high tech 3D shooter in C# I doubt it. Would it be faster to write an equivelant puzzle game in C# I suspect almost certainly. Managed DirectX is great for learning, but when ...Show All

  • Javier Martinez Unicode and Bitmap Fonts

    We will have access to System.Text with unicode on the Windows platform. But for cross-compatibility, a bitmap font should be used, right Or do you have something up your sleeve Bitmap fonts are great, because you don't mess up your layout with them, but to make international programs, supporting Asian languages, would be hell if I had to texturize every Japanese and Chinese pictogram. Will there be some solution Maybe integrated into the Content Pipeline I understand if there won't be in the beta, but what about the final product As we haven't completely locked down our feature set we can't guarantee, but I think we'll have something in the XNA Framework Content Pipeline to help you out. You'll aslo see some examples of how ...Show All

  • Brian Kramer Windows Forms and DirectX

    To use directx, you send it a winodw in the form of a control. Is there any other form type this will work with I want to have a windows form on one side, with a directx controlled draw space on the other. How would i go about doing this please Thanks, Mike I found it under D:\DirectX9\Utilities\Source\DxViewer\ (I changed the default install path so it may be on C:\ for you) Couldnt understand much though, so let me know if you figure it out please. Mike I have found the source, but am unsure of the code, as I have little knowledge of C++. Is there a C# version, or could you tell me the part of the code I should be looking at sorry Thank you for the help, Mike ...Show All

  • AdeptBlue Help with moving towards a given point

    I'm kinda new to this whole XNA C# programming stuff so sorry if this is an insanely easy question. I have recently tried to play around with some physics for a 2-d game that I am making. I tried to make an object go towards a point that the mouse clicks on. Here the code i used: private void PointPhysics( Vector2 pos, Vector2 force) { totalpos = (Position - pos); mulpos.X = totalpos.Y * force.X - totalpos.X * force.Y; mulpos.Y = totalpos.X * force.Y - totalpos.Y * force.X; Position += mulpos; } Now the mathematics in this aren't entirely worked out because when I use this kind function the object moves only on a diagonal path, from the top left to the bottom right. Any help on this would be useful. ...Show All

  • goh6613 XNA Starter Kits

    Was wondering if anyone knows if there are any free Starter Kits out there for XNA, besides the ones from TorqueX Beta and XNA Creators Club At the moment there is just the main one from the XNA GSE System, in the future there are going to be some more released.. but non yet. ...Show All

  • Mark Benningfield Mesh Alpha chennal problem?

    Hi All, I tried to draw few meshs in game. But i has some textures problem. The problem is a meshs collistion another mesh, textures alpha chennal has some problem. Below is capture screen. Who can tell me why How to fix this problem http://hk.geocities.com/brian_tsim/error.PNG Best regards, Well, I’m not so sure the performance hit is due to the lack of ZBuffer optimization. Yes, that will have an impact, but not so much. The slowness you experimented is probably due to the costly alphaBlend operation. Anyway, In my engine, I’ve got thousands of trees, sorted and rendered in back to front with alpha blending, and it runs fine. Hi Inaki Ayucar Yes, I am hong kong people, So my english not very ...Show All

  • St&amp;#233;phane Beauchemin Vista install problems

    XNA won't install on Vista RC 1 5736. I'll try on a daily build tomorrow in the office. Are you going to support Vista in December Please read the FAQ ! Yeah... I'm a dev on linxu and let me tell you, the XNA support for linux in beta 1.1 and 2.0 has been terrible. I'm dissapointed, like you say it's unsupported but I was able to copy the files over. It's true I can copy them over in Beta 2.0 as well, but they still arn't running any better. Very dissapointed. ;) Seriously people, if I was working on the XNA team I wouldn't want to do anything for you. There is a give and take that goes on in beta. On one hand the XNA team gets to hear feedback on the product and learn how to make it bet ...Show All

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