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Software Development Network >> Game Technologies

Game Technologies

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No components in toolbox in beta 2
Please Help
using XNA Framework with no shader capability display driver???
XNA content pipeline importer questions
Render to Texture
24 Bit Playback Using DirectSound - Please Help Me (Nearly Begging)
Creative X-Fi support
Any Plans for Support for VS 2005?
Anyone having issues with breakpoints?
Shaders for curve and line width rendering?

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Answer Questions

  • dbaf Managed DirectX 9.0 Deployment via VS 2005

    I have been researching this question on the net a few days and have not had much luck. I have a project that uses DirectSound to play WAV files and I want to include the DirectX redistributable files in my install. Some of my users apparently do not have DirectX installed and are having issues running my application. (These users are using Windows 2000 without the latest service packs in an environment where they do not have an internet connection.) I found a Managed DirectX 9.0c bootstrapper package that was made in 2005, but it no longer works with the latest August 2006 DirectX redistributable files. The bootstrapper package interfaces with the Visual Studio 2005 bootstrapper, and enables the author to check a box for Managed Dir ...Show All

  • Murugan N Question from XNA Tutorial 1

    Ok, so, I see this going on in many people's 3D examples, so there must be something to it. In XNA tutorial 1, in the Draw loop, they set every property of every effect every time through the loop. Why It would seem to me that, since they always want default lighting, the best place to set that is in LoadGraphicsContent, right after the model is loaded. Same for the aspect ratio. They don't support it changing, so why bother setting it 60 times per second As far as the view and world matrix, obviously those theoretically need to change. But why is this not done in Update That way, the transformations are skipped (and frame rate goes up), if the player is not pushing on the controller to move the camera, or if the object did not n ...Show All

  • dragoncells Runtime footprint on 360

    How much RAM is left to play with on the 360 once the launcher and runtime has loaded One way you could find out for yourself: public static void MeansureMemory() { object[] stuff = new object[512]; int count = 0; try { while (count < 512) { stuff[count] = new char[1024*1024]; ++count; } } catch (System.Exception x) { x = null; } Console.WriteLine("There are approximately {0} megabytes available.", count); } Please report the result back to the group! That would only let me know the available managed heap space - I'm assuming there is an unmanaged heap knocking around as well. An official breakdown of memory allocation would be useful as well - ...Show All

  • Ro0ke DirectPhysics in the works?

    I heard talk about it. If it is in the works, will it just be available for .NET users, or will everyone be able to take part in it I would definitely like it for C++. Thanks in advanced. Nothing has been announced regarding a physics SDK from Microsoft. There are several physics SDKs available already, some supporting managed code. ...Show All

  • Garegin Gulyan Is this Graphics card good enough?

    I recently downloaded the XNA framework and XNA Studio Express only to learn that my exsisting card won't work. Been doing some research but I'm on a tight budget. Would this card work http://electronicsshowplace.com/product_info.php products_id=32939 If not, can someone please suggest a cheap card that would work Thanks! It'll work fine but at that price level you're better off getting a 6200. Speedwise there probably isn't much difference but the 6x series supports shader model 3.0 (the 5x series is 2.0). This particular 6200 is $38: http://www.newegg.com/Product/Product.asp Item=N82E16814145134 Avoid 6200's that use "turbocache" memory since that really means it uses system memory, which ma ...Show All

  • cadouthat Shared SpriteBatch as a GameService

    Hi everyone, Just wondering if having a global SpriteBatch is a good idea Does calling Begin() and End() a lot make things less efficient What would happen if you Begin() in the Game.Draw before base.Draw, then End() after If you had a bunch of classes drawing sprites would that be a good way to do it :) I've found it hard to find much about GameServices, and what I had read talked about creating Interfaces for the services you add. I tried adding a SpriteBatch as a service, and I was able to get a reference to it elsewhere and have it work fine, but is it a good idea Thanks! Nick The ZMan wrote: In SpaceWar I made several things static on the main Game class so that they could be used glob ...Show All

  • zot166249 Can't deploy to Xbox 360 from GSE

    All Apologies but this is a repeat post from 31-Jan buried inside another thread that appears to have died. I can't push code to my Xbox 360 from GSE.  This issue has been reported by other people and their problems boil down to either having entered the 25-digit code incorrectly or, in one case, that their router didn't properly support UPnP. I've regenerated, accepted and reconfigured the key *many* times, making sure I don't have any 0's, 1's, 5's or 8's in the generated key to avoid confusion.  I understand this is a one-time key so I'm not reusing an old key.  I am most definitely getting the key right and choosing accept, not cancel. I have downloaded and installed Windows Media Connect (I'm running Windows ...Show All

  • Leaf. Multiple Assemblies on the 360

    It seems like from what I've read that the 360 will support running an XNA game with multiple assemblies created with C# (in fact the Game Library Project that comes with Game Studio Express creates a DLL). My question is, can any of these assemblies be created with other managed languages such as Managed C++ and still run on the 360 I know it will work on the PC, but I don't know if it will work on the 360. Thanks. The only supported language in XNA Game Studio Express is C#. yikes, that was a fast response. thanks If the languages create pure IL code, this might work but is not officially supported. If they use any native interop, o ...Show All

  • GTrz VMX library on XBox 360

    As my thread on 360 performance has somehow drifted way from my original theme, I'd like like to follow up on a comment made in that thread here:   EmoSaru wrote: Well, I think the BEST solution all around is to extend the API to provide optional use of intrinsics.  Just like with the standard devkit, let ME decide when I want to use intrinsics and vectorized code and when I don't. :) I would not be opposed to offering separate types for intrisic versions of vectors/matrices/etc., so long as the appropriate conversion operators/functions are provided.  It seems like this gives you the best of all words, insofar as within tight loops the native instrinsic code should not be hard to produce, but you don't have to worry ...Show All

  • Dietz Xml Importer problems

    I am using the Xml Importer, but it doesn't seem to take into account any of the XmlImgore, XmlElement, XmlAttribute attributes. Is there another way to tell the Xml Importer how to serialize an object, what properties to ignore and which to put as attributes/elements I did read that section, but it's not very useful. First, it forgets to specify that Asset needs a Type attribute, but that is easily figured out thanks to the helpful error messages returned by Visual Studio. But it still does not explain why the Xml Importer does not understand the Xml attributes, and if there's another way to emulate them. I'm a saaad panda! Good questions - unfortunately I'm off on ...Show All

  • tolily Rotate Tetris Shape

    I'm trying to get into Microsoft's XNA Game Studio Express thing so I thought I'd write a Tetris game to get into using C# and GSE. I've run into a little problem though which I'm hoping someone can help me with. I have a 2D array of Block objects which was created like this: Block[,] gameGrid; gameGrid = new Block[ 10 , 18 ]; for ( int x = 0 ; x < gameGrid.GetLength( 0 ); x++) { for ( int y = 0 ; y < gameGrid.GetLength( 1 ); y++) { gameGrid[x, y] = new Block( false , Color.Red, posX + (blockTexture.Width * x), posY - (blockTexture.Height * y), blockTexture.Width, blockTexture.Height, x, y); } } The first parameter of the Block constructor sets the blocks to be disabled so that they don't show up. Below is a screenshot ...Show All

  • Ron -N XNA Games OUT OF THE BOX??

    I cant make them work on a PC with just .NET 2.0 DirectX and the XNA Framework, it still needs the GSE and VC# Express, otherwise I get an error that the framework dll should have been installed into the Global Assembly Cache. Ok so I DID have a weird Beta version(when I downloaded it, it said 1.0) but anyway, I've reinstalled GSE and checked if everything was up-to-date, recompiled using the new dlls from the last GSE Build, published, sent over to my laptop, double-checked all requirements there, but I still get the same error. I`m puzzled now, and the only thing I can think of is that maybe it's an OS thing. I'm using different versions : XP Professional(English) and XP Home(Portuguese-BR). ...Show All

  • surfguy0021 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 Is the idea that the Creator's Club will be a proving ground for developers hoping to enter the Registered Developer Program What's in in for Microsoft beyond my 99 bucks What's the projected cost of the Pro XNA development tool due out next spring Good question will it be part of the “Cr ...Show All

  • Jerry West Trying to move ContentManager to another class

    After successfully building the "How to Render a Model" example in the XNA docs, I am trying to move: myShip = content.Load<Model>("media\\ship"); to a separate class and I was getting: Error 1 The name 'content' does not exist in the current context so I changed it to: myShip = Game1.content.Load<Model>("media\\ship"); and then I got: Error 1 'Game1.content' is inaccessible due to its protection level so I changed ContentManager content; in Game1.cs to: public ContentManager content; and now I get: Error 1 An object reference is required for the nonstatic field, method, or property I'm stuck now. Ideas Thanks! Greg I've been hearing that the co ...Show All

  • nglow internal WindowsGameForm class?

    Hi, I was perusing the XNA framework assemblys with Lutz Roeder’s .Net Reflector and noticed the following internal class. internal class WindowsGameForm : Form Name: Microsoft.Xna.Framework.WindowsGameForm Assembly: Microsoft.Xna.Framework.Game, Version=1.0.0.0 Are you considering exposing it in a similar way as you did with GameWindow (i.e. GameForm) This class would seem to satisfy the requests of many people for the abiltiy to use Windows Forms and XNA together (if they want to). This would be especially useful for things like tools, demos, and run-time control of the game using the RAD controls provided by Windows Forms. Right now, I am abl ...Show All

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