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Software Development Network >> Game Technologies

Game Technologies

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Model animation
Game Creator Club
first impressions
Shader states, etc? (HLSL effects not working right)
DRAW simple 3D CUBE - InvalidCallExeption
XNA GSE runs on XP SP2 ... also Media Center??
xBox 360 and Windows Development
Where is the download?
3D picking with the mouse combined with a moving camera...
Good place for free sprite sheets?

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Answer Questions

  • Are Haugsdal need some help with models and maps

    ok so I can get the spacewar model to load, but when I try to load a model I made it doesent show. As in  it loads everything I put in, but the model is invisible. It is in FBX format and the texture is in TGA. Can someone help me I think it might be the way I load the model. by the way does any body know how to load .map format   here is how i load the model -   //3d model to draw Model myModel; protected override void LoadGraphicsContent( bool loadAllContent) { if (loadAllContent) { myModel = content.Load< Model >( "Content\\Models\\p1_wedge" );  (note i do change the model name to the one i made) } } protected override void UnloadGraphic ...Show All

  • Gabriele82 Reading embedded files

    Hi, i've added a .xml file to my xna project for windows, i've set it to be an embedded resource, how i can i them read the file n e attempt i make seems to try to read a file from the hdd or from a url many thanks SOrry, only tried getfile as the first method gives exact same error I thought the ResourceManager was for reading from .resx files That's a different kind of embedding to if you select "Embedded Resource" as the Build Action in the VS properties. Sorted, just needed to remove the .xml from the file name and it works, thanks to all, this will make embedding level info much easier I think you can do ...Show All

  • ItsMe&amp;#33;&amp;#33;&amp;#33; Iterating through a GameComponents list?

    Ok so I have a standard list of GameComponents, and need to loop through them on the containing classes Draw and Update methods. However some of the Components in the list are DrawableGameComponents. So how do I only call the Draw method on the DrawableGameComponents that actually have a Draw method, and not the standard GameComponents that don't Is the only way to actually have 2 lists, one for Drawables and one for standards cheers Xeno The good thing about game components is that you dont have to specifically call the draw and update routines during the Draw and update cycles as they are taken care of in the game framework, as long as you have added them to the game.components list. When creating ...Show All

  • anirudhj Screen align quad on xbox360

    this work fine on windows bu does not work on xbox360 code: public class QuadMesh { public VertexBuffer MyVertexScreenQuad; public VertexDeclaration MyVertexDeclaration; public void CreateScreenQuad( CreateSettings Evo) { EvoPositionTexture [] Quad = new EvoPositionTexture [4]; Quad[0].Position = new Vector4 (0, 0, 1f, 1f); Quad[0].Texture1 = new Vector2 (1, 1); Quad[1].Position = new Vector4 (Evo.ScreenWidth, 0, 1f, 1f); Quad[1].Texture1 = new Vector2 (0, 1); Quad[2].Position = new Vector4 (0, Evo.ScreenHeight, 1f, 1f); Quad[2].Texture1 = new Vector2 (0, 0); Quad[3].Position = new Vector4 (Evo.ScreenWidth, Evo.ScreenHeight, 1f, 1f); Qua ...Show All

  • gajar anamation & png images

    Hi i am a complete newbie to the xna framework. i want to know how to anamate sprites. i think there is a way to do this by rotating sprites in a "loop" --blackley1-- Yes, there is a way to do this by rotating sprites in a "loop." And I'm just going to assume we aren't referring to actually rotating the sprite itself, as that is done differenty. I'll assume we're talking about rotating through the images that the sprite is composed of. First, make sure all of your animation frames are on the same png image. You can do this with all of them on different images too, but its a pain in the neck. Keeping all of your sprite animation frames on the same sprite sheet helps quite a bit. This way you can load one ...Show All

  • migz148 Simulating an xbox 30 controller on the pc.

    I have a problem. Both of my xbox 360 controllers are wirelss and the tutorial for adding input says to use the xbox 360 control that is "wired". The only controller I have is the logitech rumble pad. Is it possible to modify my controllers input to be compaitble or do I have to buy a "wired" xbox controller I can program my rumble pad, however. SO does anyone know where the joystick mappings are listed for the xbox controllers   Thanks, Nick Or, if you're not in a huge rush, just wait until the Xbox 360 Wireless Gaming Receiver for Windows comes out. You can use DirectInput on the PC, read the controller, and then "fill in" a GamePadSta ...Show All

  • andien_geo XNA GSE Hangs

    I've had some problems where XNA GSE likes to hang after I hit the build button. There's nothing perceivable that is going on, it just sits there. The output window doesn't show a thing. Then, several minutes later, it builds normally. This doesn't happen all the time, so I'm not sure how to reproduce it, but it's really really annoying. I have regular VS2005 installed on my computer and it runs and builds without incident. I'm using WinXP SP2 with GSE/VS SP1 installed. with no noticeable symptoms, honestly, I'd just uninstall/reinstall C# Express and GSE to see if that fixes it. Aside from that, I'd look into whether you have an overzealous virus protection package or desktop search tool ... if so, you could exclude the build output ...Show All

  • cedubose Help Please, kinda alot of questions in here

    Hi, im a complete beginner with any kind of coding and i want to make a simple game to start learning how to code. I'm very fluent in 3ds max and want to put some use to the models i've made and put them in my own game... I want to make a simple space ship flight game. I've done the 3 tutorials for moving models but I dont really know how to apply them to my own game. heres mainly what i want; 1. I want the camera to rotate around my model using the right thumb stick. 2. the gun on top of the ship to rotate with the camera view. (when you look up and down the guns would aim up and down etc.) I have bones going through the gun on the model. 3. want to press up or down on the d-pad to toggle 3 different speeds. 4. steer the ship with the lef ...Show All

  • dams 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 Sorry for the delayed answer. Yes, you are right. If you call Invalidate in the OnPaint method doesnt work, because it tries to radraw this control too fast and this causes problems. Just call this.Invalidate every 60 fps, for example, with a Timer. One solution is instead of initialize the device in a form you can create a control ( like a 3D viewer) and put that control in the form along with other cont ...Show All

  • GavinJ20011 SpaceWar demo: .NET Runtime 2.0 Error

    I'm having a bit of trouble getting the SpaceWar demo to run. It compiles fine (I made no changes) but when I try and run it I immediately get a dialog box asking if i want to send a report to Microsoft (I always say 'Yes'). Below is a copy of the Event Log entries generated: Event Type: Error Event Source: .NET Runtime 2.0 Error Reporting Event Category: None Event ID: 1000 Date: 8/30/2006 Time: 7:41:21 PM User: N/A Computer: IO Description: Faulting application myspacewar1.exe, version 1.0.0.0, stamp 44f5d7e7, faulting module kernel32.dll, version 5.1.2600.2945, stamp 44ab9a84, debug 0, fault address 0x00012a5b. For more information, see Help and Support Center at http://go.microsoft.com/fwlink/events.asp . Data: 0000: 41 00 70 00 ...Show All

  • vaughanSkyblue Problems with SDK August 2006

    I've recently installed the DirectX SDK (August 2006) on my Windows XP Professional machine. There was no previously installed SDK version. After doing that, I installed the Visual C# 2005 Express Edition to start coding some DirectX. I'm following some examples from the book "Managed DirectX 9 - Graphics and Game Programming", Tom Miller, 2003. (ISBN: 0-672-32596-9) I encounter problems at the very first example! 'Microsoft.DirectX.Direct3D.PresentParameters' does not contain a definition for 'Windowed' The "faulty" block of code looks like this: PresentParameters presentParams = new PresentParameters(); presentParams.Windowed = true; I have also noticed that there are many different versions of the managed dll files, ...Show All

  • lockdon9w1 d3d9b Debug Version

    I have installed a game that wasn't working properly, after wards it told me i needed to download DirectX SDK but after i used the program the same problems are still occuring. also it said that my d3d9b is a debug verion and will slow my computer down. what can i do for this problem help me please! A respectful game should never ask you to install the DirectX SDK. Please avoid installing the SDK for gaming reasons and contact the game's technical support for a proper resolution to the issue. Please note that these forums are developer technical forums. That is, for DirectX programming issues. For usability issues, please contact the game's company technical support, or use this newsgroup: http: ...Show All

  • stswordman question on half vs float in hlsl

    Hello, I am using r16g16b16a16 render targets for my deferred shader engine. My vertex struct holds float's for all of the information and my vertex shader input struct also uses floats. The vertex shader output structure uses half's because the output render target is using 16-bit floats. I was wondering if there is any associated performance hit with casting a float3/4 to a half3/4 in a shader (or even casting in general) and if so any recommendations on alternatives Example of what i'm doing: Out.m_worldPos = (half4)mul(pos, g_matWorld); Thanks for the reply Ralf. As always it depends and you need to measure. But in the case of the vertex shader you normally don’t need to care about half and float as anything is done wit ...Show All

  • ams_ashraf Render scene into cubemap

    Trying to make subject working. The problem is in the fact that cubemap axis are left-handed, but my camera is right handed, so my NegativeX and PositiveX are both reflected - picture is broken. Should I use left-handed camera when rendering scene into cubemap If answer is "yes", plz post some snippet about making left-handed view matrix in XNA. Really need your help. I don't see anything in my post that was untrue other than my assumption that the problem was in environment mapping and not the cube map rendering. Everything that I said about environment mapping is most certainly true. Derek: that's not true. The reason is that texturing in the cube map is done across specific, defined e ...Show All

  • nglow Sprite scaling and blending

    OK, I've searched through a couple posts here and didn't find anything that fixed the problem. I'm scaling sprites to draw GUI controls and I'm getting funky results. Here's what I get (blown up 6x to show the problem). I'm drawing the box in chunks - upper left 4x4 pixels, upper right 5x5 pixels, left border, right border, lower left 4x4 and right 5x5 pixels, and upper and lower middle sections.I don't think I have to explain what the problem is.  I've tried setting texture filtering, destination blending, but nothing seems to affect it. Here's the sprite I'm using to draw. Maybe I just need to get some sleep. What ! No answer yet ! If you look at the first image I linked, the background should be completely back and ...Show All

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