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Software Development Network >> Game Technologies

Game Technologies

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XNA professional
Hardware Requirements? Wierd exception
Has anyone been able to run an XNA Game?
Problems putting a game on another PC
The program compiles, but refuses to run
How to do buffered input?
Xbox Live Arcade Title looking for Engine/Coder..
error directX plugin
Window and Client Area Properties Workaround
Question on XNA performance

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Answer Questions

  • JoshKorn TotalRealTime behaviour

    I've used GameTime.TotalRealTime.TotalMilliseconds to access the wall clock time and it looks like it pauses when I drag the game window using mouse. Is it right and is it good :) In my case I need to keep the projectile going even in this case because my game is a network one and if the player drags the window all projectiles should fly in a synchronized manner on both PCs. I use DateTime.Now.Ticks as workaround and get what I need, but anyway I wanted to let you know about this effect. same thing happens after you click the window icon in the top left the screen pauses while the move,size, close etc menu is up. It may be just a case of the draw calls are skipped and the updates are called as per norma ...Show All

  • Tryst Speed of XNA - Super Stickman Adventure

    Hi all, why is this game so damn slow I testet many tutorial games and lots of them have a bad frame rate is this a problem of XNA or bad programming Make sure you're not running it in Debug mode. I have a project that runs at 30FPS in Debug mode but 200+ otherwise. From VisualStudio use Ctrl-F5 instead of F5, or just run the .exe in the Release folder from Windows Explorer. Matt yesterday i had 5 fps.... but i tested it again.,, now i also have 60... perhaps i had a problem.. now it is working fine.. i used the .exe but i think i had a pc problem.. now it is fast... ...Show All

  • Kim Brandt Jensen A C++ version of the XNA Framework?

    Are there any plans for an unmanaged C++ version of the XNA Framework (along the same lines as the managed and unmanaged versions of the sample framework) The XNA Framework is a managed API: that's pretty fundamental to how everything is designed! Previous versions of Managed DirectX stayed relatively close to the native DirectX API, which is how it was possible to convert the same sample code to both managed and native versions. With XNA we made the decision to more fully embrace the .NET style and design guidelines, taking advantage of all the cool .NET features. This results in an API that wouldn't really be meaningful to convert back into a native form. Yes, the sample framework ...Show All

  • jitendra badkas Looping in Update(): Q for Bill Reiss about his hockey tutorial

    I have a question about Bill Reiss's excellent tutorials at http://xna101.spaces.live.com/ . In Lesson 19 he suggests a way of smoothing the appearance of a bouncing puck. He suggests this code in the Update() method of his main Game class: float seconds = (float)(gameTime.ElapsedGameTime.TotalSeconds); int numberOfSlices = 10; float timeslice = seconds / numberOfSlices; for (int i = 0; i < numberOfSlices; i++) { CollisionStates collisions = CheckForCollisions(timeslice); if (collisions == CollisionStates.None) { puck.Position += puck.Velocity * timeslice; } } I understand that the idea is to update the puck's position 10 times (or more) per Update() loop in the main. But my question is: why should this make a difference i ...Show All

  • vixenish77 seeking for Alpha Blending code,when draw subjects with "front to back" order in stead of "back to front"

    hello everyone! In my project, there are many slices, and now I Draw them in the order of "back to front" ,and use the following codes to achieve alpha blending, the result is correct! pass P0 { ZENABLE=TRUE; ZWRITEENABLE=FALSE; CULLMODE=CW; DITHERENABLE=FALSE; ALPHABLENDENABLE=TRUE; BLENDOP=ADD; DESTBLEND=INVSRCALPHA; SRCBLEND=SRCALPHA; ALPHAREF=0x00000002; ALPHATESTENABLE=TRUE; ALPHAFUNC=GREATEREQUAL ; ColorOp[0] =SELECTARG1; ColorArg1[0] = DIFFUSE; AlphaOp[0] = SELECTARG1; ALPHAARG1[0] = TEXTURE; VertexShader = compile vs_3_0 VS(); PixelShader = compile ps_3_0 PS(); } But when I Draw Them in the order of "front to back",and use the following code to achieve alpha blending, there was nothin ...Show All

  • matthew pearson DreamBuildPlay - Any advantage to submitting early?

    For the DreamBuildPlay contest, is it better for me to take every last minute until the submission deadline to tweak my game or is there some advantage to submitting earlier I'm flattered I'm actually only going to be able to really work on my entry this weekend so later is better for me. I can't wait to see all the submission's screenshots once the warm-up contest is finished. I know I'm not releasing any info on my DBP entry until after the deadline. It seems like everyone is keeping their DPB WU submission very secretive, anyone know of any blogs of people working on submissions who are discussing it I will be s ...Show All

  • Eisa Strange effect when using translation

    I have a strange problem when I'm trying to move one model around. When the model is in the center of the camera it look okay ( http://www.marmalad.com/milan/sample1.jpg ) but when I place it away from the center (let's say to the right) the model seems to be rotating as well ( http://www.marmalad.com/milan/sample2.jpg ). I would like to ask why is this happening Why is the model rotating when I'm just using translation Thx in advance. I solved the issue... The problem was caused by the culling mechanism I used ( graphics.GraphicsDevice.RenderState.CullMode = CullMode .CullClockwiseFace ). I should have used CounterClockwise instead. or you moved your model's center, ...Show All

  • barkingdog Build for Xbox 360 and Windows in one project

    I have created a Visual Studio project template that can be built for either Xbox 360 or Windows, by selecting the correct platform in the VS IDE. There's nothing particularly clever about this, it just uses some of the conditional abilities of MSBuild projects to merge the properties of an Xbox 360 XNA project with a Windows XNA project. There's a slight problem though - the VS Express C# IDE has, by default, disabled the build configuration and platform settings to present a simpler interface to beginners. In order to use this project template you need to re-enable these features and should probably have a reasonable understanding of what they do. This could be the reason that the XNA devs have mentioned that building for both platforms ...Show All

  • St.Vampyre Yet another tile game : Psykoban (Sokoban clone, source included)

    This is the fourth game I've made using the XNA framework & GSE, this one is a sokoban clone (sokoban meaning warehouse keeper). The objective is simple, push the boxes/barrels in the appropriate locations to complete the level. But you can only move in one direction and can only push one box/barrel at a time. The game includes 12 levels, and unlike other clones having a character as the player, I used a forklift thing-a-ma-jig . Screenshots/Download Enjoy! Thanks Maximus, About the key(s) not registering, It'll only register if no other keys are pressed and the player isn't moving, I'll try to fix that. For the "hit Start", its mainly because the game can be played with the 360 controller.. maybe I should make a PC and a 360 ...Show All

  • JonH66 MDX - Tracking mouse position causes render loop problem

    Hi, this is really strange, I am using Tom Miller’s render loop with the application idle. All works well, but now I want to track the mouse position in my windows form. So I have a StatusStrip with some ToolStripStatusLabel’s, here’s my code in the mouse move event: Dim mousePositionX, mousePositionY As String mousePositionX = String .Format( "{0:,0.0####}" , Me .ScreenToModel(e.X, e.Y, Plane.XYPlane).X) mousePositionY = String .Format( "{0:,0.0####}" , Me .ScreenToModel(e.X, e.Y, Plane.XYPlane).Y) 'If I assign the variable to the label, the render loop pauses when I move the mouse Me .MainFormService.XPositionStripStatusLabel.Text = mousePositionX 'If I assign some literal t ...Show All

  • nick0000 Private Network Functionality with XNA

    Hey guys, Does anyone know if there will be any networking API included with future released of XNA Im not looking for developing for Live! but for a custom client/server structure. Any insight would greatly be appreciated. Yeah the FAQ says the "next release" may possibly contain networking code. Just kinda sucks because my idea for DreamBuildPlay was basically all Network oriented. There is a current system built, you need to use the system.net classes from the .net framework. You're correct. The XNA team knows this is a big deal. So just do it for the PC, that's what I'm doing. Maybe I should have been more specific, I meant for the Xbox 360. My understanding is the system.net will not wor ...Show All

  • c1t1z3n0 stand-alone xna installer for xbox 360

    Hey guys. It's probably easier asking here rather than waiting for technical support or such to respond. I'm having an issue with my xbox 360, mainly the fact that my ISP sucks and I can't download anything from live. As you can imagine this is a royal pain, given I can't play most of my games online that are updated regularly.. nor can I get anything new from marketplace which has me wondering why on earth I'm bothering to pay for a live subscription at all tbh. (seriously why do we have to have a "compatible ISP" that Microsoft believes are best out of the 5 supported in the UK the only one I'd even consider going with is NTL, and right now I have no option over my ISP as it's the one the apt complex provides or nothing. We're ...Show All

  • naddyB Weird lightning on custom mesh

    Hello everyone, I've been playing around with XNA for a while now, and I can't seem to get the lightning right on a mesh i'm dynamically creating. I've created a simple GameComponent that initializes a VertexBuffer and an IndexBuffer in the LoadGraphicsContent method. The Draw method uses a BasicEffect (with default lightning enabled) to draw the vertices using the TriangleList primitive. I've used the DrawIndexedPrimitives method for this. The lightning on the mesh is totally wrong, i've uploaded a screenshot at the following location to see the effect here: http://www.fegelein.com/projects/xna_fegelein/WeirdLightningTorus.png Also, you can download the complete sourcecode here: http://www.fegelein.com/projects/xna_fege ...Show All

  • Gwyn Williams XNA and Winforms - 2 questions/problems.

    Here is a basic app (sample code from larger app) to highlight my problem(s): public Form1() { InitializeComponent(); pp = new PresentationParameters(); pp.AutoDepthStencilFormat = DepthFormat.Depth16; pp.BackBufferFormat = SurfaceFormat.Bgr32; pp.BackBufferHeight = 600; pp.BackBufferWidth = 800; pp.EnableAutoDepthStencil = true; pp.PresentationInterval = PresentInterval.Immediate; device = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, DeviceType.Hardware, this.Handle, CreateOptions.SoftwareVertexProcessing, pp); device.DeviceReset += new EventHandler(device_DeviceReset); device.DeviceResetting += new EventHandler(device_DeviceResetting); device.Device ...Show All

  • MLyons10 Geometry Shaders - Multiple Streams

    Hi, I have two questions regarding geometry shaders: 1) Can a geometry shader write to a Stream Out while passing the data down the pipeline at the same time I've read such indications, but I can't seem to find it documented anywhere. I.e. a dynamic particle system where particles are added to a point stream out AND rendered in one pass. 2) Can a geometry shader have multiple output streams I.e. a dynamic particle system where particles are added to a point stream out, while triangle point sprites are sent to the rasterizer (in one pass, that is). Thanks! Yes that helps alot! Thanks for your answer! Lars Thanks alot, that clears things up a bit! Some ...Show All

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