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Software Development Network >> Game Technologies

Game Technologies

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Aug2006 SDK install question
looking into voice application
Animating Sprites
TorqueXNA
Probability
Quadtree Terrain Component
Create Graphics device manual
"Indie" Game Development on Xbox 360 and PC
fireballs follow character?
first 3D object

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Answer Questions

  • acf Problems with bumpmapping in XNA

    I've take sphere from 3ds max and export it via kwX to .X format ( with "export Tangets" and "Export normals" on ). Then i'm using this shader to get a bumpmapped sphere: //--------------------------------------------------------------// // Point light //--------------------------------------------------------------// struct VS_POINT_LIGHT_INPUT { float4 vPos: POSITION; float3 vNormal: NORMAL; float3 vTangent: TANGENT; float3 vBinormal: BINORMAL; float2 vTex0: TEXCOORD0; }; struct VS_POINT_LIGHT_OUTPUT { float4 vPos: POSITION; float2 vTex0: TEXCOORD0; float3 vToLightTS: TEXCOORD1; }; float4 vLightPosition; VS_POINT_LIGHT_OUTPUT PointLightVS( VS_POINT_LIGHT_INPUT ...Show All

  • Bandile Equivalent to OpenGL DisplayLists

    Is there an equivalent in Direct3D to OpenGL Displaylists Thanks, Alexander. No, there's no equivilent in Direct3D to OpenGL's display lists. You can use vertex and index buffers to draw objects in single batch. ...Show All

  • Sandarenu Sample Overhead Shooter

    Check out my overhead shooter sample. The code is pretty clean and should be a good base for someone to see how overhead shooters are made. http://www.ziggyware.com/readarticle.php article_id=50 Thanks, Ziggy www.ziggyware.com ...Show All

  • johnny_no1_boy How do you set structure parameters in effects?

    I'm trying to get SAS set up, and there is a struct: struct SasDirectionalLight { float3 Color; float3 Direction; }; ..which I can't set from a EffectParameter. It tells me the ParameterClass is 'Struct', the ParameterType is 'Void' (this says it's a "void pointer" in the help), and StructureMemberCount is 2, which is right. But there doesn't seem to be a way to set the structs values. Has anyone else been able to do this, or is it missing functionality in the effect parameter class EffectParameter has a Parameters collection that allows nesting of parameters, such as the case of a struct. Try retrieving the struct member name from the struct EffectParameter. I already added a ...Show All

  • chris441962 XFileLoader.cs

    Hi, I wrote a little class for parsing X-Files (text mode only). It currently reads: - frame hierarchy - frame transforms - meshes (position,normals,texcoords) It's only tested with x-files from the Panda Exporter and 3ds MAX. http://markus.rubicon-net.de/code/XFileLoader.cs and I used this here for test rendering http://markus.rubicon-net.de/code/XFileRenderer.cs Feel free to use it So sorry, it was getting late yesterday (playing Saints Row *g*) so I made this test-app during breakfast this morning: http://markus.rubicon-net.de/code/XFileTester.zip Short explanation: It just renders a mesh from a x-file (textmode), very beautiful coder art - a cylinder *lol*.  The necessary init ...Show All

  • F.Costa Can we render sprites with 3d world coordinates?

    Dows it work now (in beta 2) to render sprites in 3d world coordinates and not only 2d screen coordinates Sorry, wasn't clear enough. I was talking about the SpriteBatch class, I know a can write my own :-) SpriteBatch does in fact use VertexPositionColorTexture vertices internally, so you'd assume it could easily support 3d sprites. But no. They don't expose any draw methods that take 3d coordinates, and they have an intermediate internal data format that doesn't support 3d coordinates. If they wanted to support it, they certainly could, and you can ask for it. But if you are capable of understanding 3d concepts enough to NEED 3d sprites, then you are capable of just w ...Show All

  • diane06 volume texture mipmap

    Hello. Here i would like to ask about oon how to change the level of the texture. Let say i have dds file that contain volume texture with 10 mipmap level. then later i need to print certain level only. for the first time, i create volumetexturefromfile by only specifying that there is only 1 level. so the program can actually display the first level. but later when i change it into 0, meaning it automaticaly create full mipmap chain, then there come the problem. I dont know how to display different level of mipmap. and by specifying level to 0, i dont see the first level show up when i use settexture to display the mipmap. Can somebody please teach me about this. i try to find some tutorial regarding this but there seems to be la ...Show All

  • Novelle text mixed with 3d

    thought id ask another question while im at it. i want to display text on the hud of my 3d engine. i did some searching and came across some of the text components out there and chose the nuclex.fonts componenet (very good imo). this works fine on its own or with other 2d objects (eg. sprites) but if i render any 3d objects, all the 3d objects have z buffer issues. i noticed this problem when i first introduced sprites into my engine and it was fixed via the spritebatch.begin methods savestatemode parameter. however, this functionality doesnt exist with the nuclex.fonts package, so my 3d objects are all screwed again. is there another option to prevent this, or can someone tell me how to manually save my renderstate and restore it after re ...Show All

  • Mike Hadlow GSE RTM on Vista RTM (unsupported)

    i know it's not supported ... but has anybody got it to work bought the club account on the 360 and downloaded the app on the 360. installed Express on Vista with no problems and registered. tried an update, but didn't see any service packs. then i installed GSE, which complained about the VS projects, but it still seemed to install. fired up Express and the XBox 360 Starter kit project was there and built fine. went to tools options, and setup the connection to the 360. then i set the 360 to listening mode. but when i try to deploy, it just comes back and says make sure the the 360 is listening. also, turned off the vista firewall but got the same results. any ideas Thanks, casey What ...Show All

  • RGLloyd Rendering custom polygons

    Hi all, I'm using D3D 9, C# 1.1. I need to render colored fill polygons. I'm recieving the polygon's coordinates from the user. The only method i know is drawing triangles. is there another one The problem is I can't figure out what to do with complicated polygons. I don't how to calculate the triangles which will form the polygon. Any ideas Thanks. Hi, From my knowledge and understanding, there's nothing at DirectX rendering level that allows what your expecting. Thus you'll have to triangulate polygons by yourself before beeing able to submit them to Dx. You can see Delaunay triangulation algorithm as a beginning. I think Delaunay triangulation is more complex that what is require ...Show All

  • aguess Blitting?

    I've checked through the XNA Documentation, but there doesn't seem to be any way to 'blit'. For those of you unfirmiliar with 'blit': Blit is a way to draw something. For example, say you create a "Texture2D" variable, set the size etc... But the texture is blank. The normal way to create a texture to this is to load up a bitmap image with it through the ContentManager, right But what if you want to use a whole sprite-sheet with many images Back to the blank, say, 65 x 65 bitmap image, you obviusly don't want this 2D image of the player to be a whole 1024x768 sprite-sheet. So this is where I used blitting in other programs, it basically asks for the x, y co-ordinates, and the length of the bitmap and takes a picture from that x,y and 'c ...Show All

  • ejn76 Camera Frustum Clipping Problem

    Not sure this is the right place for this ... its not an issue with the framework, but I do need help because I dont understand why this isnt working. If I do the following before the draw of each mesh to see if it should be rendered - note : pmat is the matrix rot/trans for the object to be drawn. ------------------------------------------------------------------------------------------------------------------------------------ BoundingSphere d = cItem.Meshes[0].BoundingSphere; d.Center = Vector3 .Transform(d.Center, pMat); if ( ! Game1 .camera.SphereInFrustum(d)) return ; ------------------------------------------------------------------------------------------------------------------------------------ And my frustum i ...Show All

  • baghels2007 The Wizard: A new tutorial covering making a 2D character walk, jump, duck and shoot

    There is a new tutorial ("The Wizard") at XNA Development walking through the code for making a 2D game character walk around, jump, duck and shoot. "The Wizard" tutorial also covers the concepts of game state (or in this case character state), using an image or tile sheet for textures, simple animations and some basic OO concepts. The tutorial and source code can be found here . Hope it helps! ...Show All

  • Mark Leung How about a Camera parameter in the IDrawable.Draw() call ?

    IMO the gametime parameter should be removed from the IDrawable.Draw(GameTime gameTime) method. Game time is very seldom used in draw calls - and if its needed it should be obtained some other way (e.g. global timers). Id rather have a Camera class (or ICamera interface) passed in the Draw call. Then all camera properties are ready at hand for rendering. Preferably a drawable object should know as little as possible about the context in wich it is to be rendered until the specific render call. That makes rendering the same object in different context much easier (e.g. changing be tween cameras, rendering to splitscreen). Handling context change should be handled OUTSIDE the drawable - not inside. Any opinions ...Show All

  • Machie Bones and X Importing

    Hey all, Took a look around and couldn't find a post about a similar problem on the forum, and just wanted to know if anyone encountered any problems importing an x file that included a skeleton, I created the following test animation (forget the animation at the mo, it doesn't seem to get past the importing stage let alone processing) of a cube in Maya 7, importing it using the directx X importer plugin for maya from the august SDK (the december one crashes everytime i try to use it, and i have yet to try the february one). When i so much as add the x file to my project, without referencing it in the code (so all it goes through is the content X importer and default Model XNA processor) and try to build it returns the error: 'Error 8 Vert ...Show All

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