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Software Development Network >> Game Technologies

Game Technologies

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XNA with other languages
Video/Animation Playback
XNA Visual C#, requirements, I have Visual C++...
Mesh, and mesh optimization.
How do you draw text?
How to implement Skybox?
Game freezes every few seconds
ResourceManagementMode...
Where do I get the Framework?
From Express to Pro

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  • DMAR330 Spacewar first run

    Being a complete newbie to all of this C# and XNA i loaded up spacewar click on build then installed the project. Then i ran it and a error window popped up, details said something about a missing something or file not found, i sent a report to MS from the window that popped up. I can see im going to have to buy a C# for dummys book cause im totaly lost as to what to do first... Make sure your video drivers and DirectX are up to date. The latest and greatest DirectX is this month! Hi Soulja, This is a pretty common problem and I think one of the devs said a bug in the XNA framework. Try setting the AllowMultiSampling property of your graphics object to false. you can do this in the designer by dou ...Show All

  • startlet Point Sprites on XBOX 360 causes crash

    I have an application that draws a large number of point sprites on the screen using DrawUserPrimatives using additive blending. This works fine on the windows version, with around 4 million point sprites being rendered. On the XBOX, when there are greater than around 20,000 sprites nothing draws and then the program exits with code 0 and no error messages. Any insight into what I'm doing wrong -Adam Here is the relevant shader code: texture Texture; float4x4 WorldViewProjection; float alpha; sampler TextureSampler = sampler_state { Texture = <Texture>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; }; struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TextureUV : TEXCOORD0; f ...Show All

  • dbcuser Direct X10 and Vista - Compatibility

    Simple question, will Direct X10 only be compatible with Vista Ralf Kornmann wrote: deleted... As the official support for Windows XP will end soon it’s simply too much work that needs to be put in a “dead” system. XP is far from "dead"!!! Yes, the "official support" for XP maybe nearing it's end, as it did with Windows 98 in the last millenium, but to say XP is "dead" is an out right lie, XP won't be dead for years to come! Vista is the operating system that is "dead", it's the twin to Millenium Edition, anyone even remember that one ! With XP SP3 coming out after the release of Vista, it's support isn't all that dead either, there technically is no reason ou ...Show All

  • djroelfsema XNA Beta 2 announced (date 'in a couple of weeks')

    http://blogs.msdn.com/xna/archive/2006/10/23/announcing-xna-game-studio-express-beta-2.aspx Last week they said 'in a couple of weeks'. Today at Seattle code camp they did not commit any further to a date but said 'keep your eye on the XNA dev center'. So those who know are not talking, and the rest of us are just guessing. I doubt any such templates will be very usefull for the second beta, because from what i've read and seen, the Content Pipeline is integrated with the IDE, and the content is processed at build time. I would like to use Visual C# Pro, mainly because the Express Edition doesn't integrate with Team Explorer, but I am afraid I'll have to manage my source control in another way, since it looks like it's ei ...Show All

  • robinjam Min. Requirements to PLAY

    hi, sorry if this is explained somewhere and i just can't find it... i can see the min. requirements to *develop* the games, but what are the min. requirements to *play* the games we develop i can't get my game to run on any machine but my own. either .net isn't there (and *won't* install either), or they're not running WinXP. it seems like getting our games out there isn't very easy. the funny thing is, my PC doesn't support XNA completely -- i can only draw sprites, no 3D stuff -- so i made a simple game that's only using sprites. that means even something this simple isn't running on any machine but mine ! it's going to be hard to generate interest in our games if noone else can play them... finally, shouldn't the "r ...Show All

  • Zero_ Problem with running XNA-Applications

    I have a problem. I can't start XNA-Applications on my second PC, although I had installed there the XNA Framework Redistributable and .Net 2.0. On my first computer (where I had installed the XNA GameStudio Express), all XNA-Applications run. (Boths PCs have the same DirectX-Version.) Perhaps I had forgotten something, but I don't know what. Thanks for any help (and sorry for my bad english). SteveKr Could you be more specific "Can't start XNA-applications" is a bit vague. Do you get an error If so, what error do you get Make sure you have the latest directx: http://www.microsoft.com/downloads/details.aspx familyid=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&am ...Show All

  • Zamial Animations in Content Pipeline

    I officially give up on trying to use the built in content pipeline importer for mesh animation.  I created a model with only one rotation matrix in its hierarchy, and the rest of the matrices are identity matrices.  The directx viewer runs it fine, my XNA beta1 loader runs it fine, but it seems impossible to access this matrix in the content pipeline.  I did a full tree search before and after the base.process in a custom model processor, and my rotation matrix was not stored anywhere (it was stored as -1*I for some irritating reason).  My question is, is the animation loading going to be changed in a future release or are we stuck with creating our own processors and .X importers for animated .X files It would have b ...Show All

  • creaturita 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

  • Learning VB Using xna with windows forms???

    Is it possible to draw with Xna, on my windows form, if so, how because when you have it draw, the normal way, it automatically pops up its' window, also, even if the 1st one is possible, game components are like controls correct Could somebody also point me in the direction of\ tell me how to use them, the basics, otherwise I wouldn't be asking this question, I just started working with Xna. Predator14567 wrote: This didn't help me out alot, that Toni Greco's space thing, is just what I need, drawing to a picturebox, but it must be for beta 1, because it has a bunch of compile errors, and I'm not going to use some 3rd part item to get what I need. You might be able to create a new project ...Show All

  • daph4ntom Not Much To Do With XNA But...

    Well this doesn't have much to do with XNA but i am trying to make a 2D game but the best drawing program i have is paint :( . I could get a better one but i don't want to have to buy anything (they all seem to cost money). So could somebody post the name of one that i could download free Nickinito I'm with Paint.Net; I think the GIMP is a terrible thing that should go away sooner rather than later. My personal preference is Paint Shop Pro 7. I'm not sure what version they're up to now, or if it's worth it, but PSP7 is there (and it was pretty cheap to boot) for all of my graphical needs. That being said, the graphics in my games have never been particularly ... er... challenging. What's w ...Show All

  • SRINIVAS ENDRA GameComponent.Draw()... why?

    I'm a bit confused about the GameComponent class, and its intended use. It would seem that it would be perfect for inheriting particular subsystems. InputComponent, NetworkComponent, etc... but you wouldn't want to draw any subsystem. So what was the logic behind having a Draw method for GameComponent Did the cart come before the horse, so to speak, with the GraphicsComponent How exactly is GameComponent meant to be used I thought I'd get it straight from the horse's mouth... and I have no idea what's with all the horses in this post. (My suggestions are in third post, if anyone cares). Please submit suggestions for improvements/bug reports using XNA Connect. Read this post for details: http://forum ...Show All

  • rc-car-crazy Console.Write on 360

    Simply silly question... anyway of getting the output of Console.Write to somewhere nice (like the Output pane of VS) on the 360 Yeah I'm just porting code that already exists and works on PC... I just wonder why Console.Write doesn't do Trace.Write at the end... I just hate API calls the go nowhere... Had a similar issue with printf on Windows apps why go nowhere either remove the API or make it do something... Not a biggy, just wondered if there was a way Why not use Debug.Write or Trace.Write ...Show All

  • David Luu Announcing XNAStage project on CodePlex

    I just wanted to let everyone know that I've made a first version of my XNAStage project available on CodePlex. Some features: Packaged as a GameLibrary for easy integration into your project Bitmap Font Generation and supporting classes to render text in XNA Rotating and Scaling of text and simple effects like borders and drop shadows Creation of simple timelines and tweens based on those timelines for motion, scaling, rotation, fades, and color cycling of Texture2D and text sprites Extensible framework to allow for other sprite types and tweens There is a demo available at http://www.bluerosegames.com/brg/XnaStageDemo.zip which highlights some of these capabilities. The CodePlex project is at http://www.codeplex.c ...Show All

  • ClintTredway I think I need help revealing some magic?

    So I like to have everything under my control.... and I think there are a lot of things hidden from me that are creating weird behavior. For instance: Pass Game instance to the renderer I wrote and initialize GraphicsDeviceManager there, then the gdm's GraphicsDevice is always null. I fixed that by using the gdm.ApplyChanges() method. This wasn't done in the sample code. However, now nothing renders, so I must still be doing something incorrectly. If I initialize the gdm in the Game class, and pass it around, everything works fine. Why is this Thank you. -Nick hmm.... that kinda sucks. You'd think they'd have just made it a member of the Game class and initialize a basic one for us. ...Show All

  • vishal kumar singh Space Dust And Particles

    So one thing I wanted in my game was a way to fill the space up with dust and particles. Just little things here and there to give a sense of motion when there aren't any larger objects around. Any ideas how to go about this My one idea was simply to use billboarded textures for various sized particles but I'm not sure I could create the number I wanted. So before I went ahead with this slightly more tedious approach (which also requires I create all the objects), I figured I'd see if anyone had any ideas. I tried implementing a small system, but it's not very scalable. For instance, I start seeing performance drop around 1000-1500 point sprites. I'm using additive blending and not depth sorting, but I'm ...Show All

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