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Software Development Network >> Game Technologies

Game Technologies

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Making XNA sing in 2D
Best coding practises with ContentManager and GraphicsDeviceManager ?
Collisions for user controlled sprites
XNA - Microsoft lack of vision
Where is the free artwork that was promised for XNA?
XNA Game Launcher
Present.DoNotWait
Math Help
Framerate Independent Movement
Do render targets have to be the same size as the back buffer?

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  • Gloria123 Invisible Skybox

    Hi i have used some of the code from the SkyBoxDemo tutorial to make a skybox in my game. I adapted the code to run with my game but when i debug the game i cannot see the skybox and my model following camera flips round to face the front of the model insted of the back and The Ship model turns weird colors!   That is correct This helped alot thankyou so much, but i still have 2 more dilemas, one, The star field is only the size of my ship and two, the ship isnt inside the skybox its infront of it, Please have you got any ideas that will bring me back to sanity :)   Well, then you probably want to create a 3rd p ...Show All

  • shax Deplacement of sprite, round to int problem...

    Hello This problem make my unit deplacement strange :) i have located the problem, it is cos and sin value. Example : On the X, X = position + speed * cos but if cos < 0.5, it won't move... so it will wait cos > 0.5... so the mouvment will be not realy good... so Do i must save last cos and add it example : double lastcos=0; if cos < 0.5 lastcos += cos; if lascos > 0.5{ lastcos = 0 cos = 0.6 } It may be work (i don't test it) but is there an other method to do this because if i have 150 unit in mouvment fps will be smaller !!! Thank you pitil wrote: It may be work (i don't test it) but is there an other method to do this Why not test it and tell us pitil wrote: because if i have 150 unit in mouv ...Show All

  • Bill Reiss Game Programming is very Hard

    I've been reading DirectX sdk tutorials and MDX tutorials and things like that, and it seems VERY VERY VERY hard. Will this new XNA studio and the documentation simplify this All these vectors and whatnot is very complicated and I'm having trouble understanding seemingly basic concepts in game programming in 3d. You don't need to worry about render loops any more with the XNA Framework - that's one of the things we take care of for you! Just hook up to the Update and Draw events on our Game object, and off you go. (of course you can still write your own render loop if you really want to for some reason, but I suspect the standard version in the Game class will do the right thing for 99.9999% of people) I have seen th ...Show All

  • thames 3DS to X (or FBX) Model Conversion Software

    Does anyone know of a good freeware or (inexpensive) shareware conversion app that faithfully converts from 3DS to X format I'm not a modeler, nor can I afford a good modeling program with a plug-in, so a good free utility would rock. Thanks! Ethan As for conversions to FBX with free software (Like Blender which has full Collada support), the best option seems to be to export to Collada and then use the FBX SDK to convert Collada to FBX. Just a thought Darkside Try : - Autodesk .fbx plugins/converter (free at their website) -the x. file exporter from the DirectX SDK (works also with 3DS 8) -Panda DirectX Exporter -KW X-Porter (free, search in the XNA GSE Forum for the dl link ...Show All

  • Tall Dude Help with moving towards a given point

    I'm kinda new to this whole XNA C# programming stuff so sorry if this is an insanely easy question. I have recently tried to play around with some physics for a 2-d game that I am making. I tried to make an object go towards a point that the mouse clicks on. Here the code i used: private void PointPhysics( Vector2 pos, Vector2 force) { totalpos = (Position - pos); mulpos.X = totalpos.Y * force.X - totalpos.X * force.Y; mulpos.Y = totalpos.X * force.Y - totalpos.Y * force.X; Position += mulpos; } Now the mathematics in this aren't entirely worked out because when I use this kind function the object moves only on a diagonal path, from the top left to the bottom right. Any help on this would be useful. ...Show All

  • Pradeep Gupta Rendering problem that only occurs after a long period of time. Help?

    I'm having a strange problem with my Beta 2 converted game ( http://sharky.bluecog.co.nz ) If I play the game for a reasonable length of time (more than a couple of minutes), the rendering and framerate inexplicably goes weird. Visually, it seems the skybox is suddenly going black. My game runs in fullscreen (release) mode, and so far I've not seen it fail in window mode (debug). The only thing I can think of is maybe some kind of DeviceReset is happening, and possibly I'm missing something. I wouldn't have a clue how to simulate a device reset, especially in a Fullscreen game. Does anyone have any clues or suggestions leclerc9 wrote: Sounds like a memory issue since the frame rate d ...Show All

  • JackMit wierd error messages

    ok im new and just starting out im in highschool neways im working on the tutorial and i do exactly what it tells me but i get 13 error messages froem the lines of coding i copied from the tutorial whats wrong //3d model to draw Model myModel; protected override void LoadGraphicsContent( bool loadAllContent) { if (loadAllContent) { myModel = content.Load< Model >( "Content\\Models\\p1_wedge" ); } } } /// <param name="unloadAllContent"> Which type of content to unload. </param> protected override void UnloadGraphicsContent( bool unloadAllContent) { if (unloadAllContent == true ) { content.Unload(); ...Show All

  • K Sumeet Alpha Blending (deferred)?

    Is there a way using the sprite batch object that you can render several rectangles, but when alpha blended, it looks like the entire object was rendered first as a single opaque image, and then that image was alpha blended, such that you would never have known it was several smaller pieces assembling the final object Instead of normally seeing each rectangle blended as it overlays another rectangle. You can't do that without some kind of external memory store, which in graphics is known as a rendertarget. The framebuffer can only hold a single color value per pixel. So it starts out white. Now you blend blue with 0.5 alpha, giving a pale blue. There is no memory that this was originally white: t ...Show All

  • Zero_ Newbie: Package 'Visual Studio IDE Package' has failed to load properly

    Hi, I had Visual Studio loaded on my machine and decided to try XNA Express. I downloaded and loaded C# express, the SDK and XNA Game Express. When starting XNA Game Express I get the following message and can't get passed it: "Package 'Visual Studio IDE Package' has failed to laod properly (GUIS =....) Would you like to disable loading this package in the future Then there is a series of similar popups saying things didn't load. Yet C#, and XNA Game Express gave me the thumbs up that it loaded properly. These messages pop up when I begin a File-New Project. What went wrong Any clues Thanks, Ted7 You do not hve to uninstall VS... VS and C# Express are seperate products that run side by side. There was a line i ...Show All

  • John128 Use SwapChain buffer as Texture in Pixel Shader

    Hi, Is there a way to use the swapchain buffer has a texture in a pixel shader I tried the following: create: D3D10CreateDeviceAndSwapChain(&pSwapChain) pSwapChain->GetBuffer(&buffer) CreateShaderResourceView(buffer, ,) CreateRenderTargetView(buffer, ,&view) OMSetRenderTargets(1,view) The shader resource is set at draw time. Basically, texturing in general works. I tried a few different methods: 1) Draw twice. The first draw pixel shader outputs the incoming color. The 2nd draw Pixel shader outputs colors sampled from the texture. Then present the swapchain The triangle drawn with the texture is black :/. 2) Draw Once, present swap chain, draw again with a different pixel shader. The first draw's pixel shader uses the incomi ...Show All

  • ackermsb Creating VertexDeclaration every frame

    Hi @ll i have a simple quiestion bout examples in xna tutorials why VertexDeclaration is creating every frame using( VertexDeclaration decl = new VertexDeclaration( graphics.GraphicsDevice, VertexPositionColor.VertexElements ) ) {.... Why instead of it just create it once on start and use then every frame This is a bug. You shouldn't create a VertexDeclaration each frame. We've fixed this in Spacewar, if that's what you were referring to. Or are you seeing this elsewhere in the docs it seems this is the only place in docs with this bug   Mitch Walker - MSFT wrote: This is a bug. You shouldn't create a VertexDeclaration each frame. that's what i want to hear, thx for quick reply :) btw,  ...Show All

  • re infecta Matrix.Shadow is gone

    Looks like Matrix.Shadow was removed. It was useful in assisting with simple shadow creation. Is there an alternative in XNA or do I need to do the math myself Check the D3D SDK docs, D3DXMatrixShadow Function is well documented and contains all the math and comments needed. Why not write a simple utility function Build your matrix like this: P = normalize(Plane); L = Light; d = dot(P, L) P.a * L.x + d P.a * L.y P.a * L.z P.a * L.w P.b * L.x P.b * L.y + d P.b * L.z P.b * L.w P.c * L.x P.c * L.y P.c * L.z + d P.c * L.w P.d * L.x P.d * L.y P.d * L.z P.d * L.w + d If the light's w-component is 0, the ray from the origin to the light represents a directional light. ...Show All

  • osamaT Content pipeline and reloading

    I understand the content pipeline is designed to not wastefully reload content should you request the exact same file again, however, having implemented a few content loaders myself, my impression was that this was handled using the existingInstance parameter to the Read function. Giving you the choice to reuse or reload. I've made a file that I actually would like to reload, yet if I set a breakpoint inside the Read function it never gets called a second time... even with an "existingInstance" parameter. Is this as designed or am I just missing something Trev. I.e. Two Content.Load<MyType>("file"); calls will not invoke this twice.... class MyLoader : ContentTypeReader<MyType> { p ...Show All

  • bryanedds Got a Feature Suggestion for the Next Version of the XNA Framework?

    Cross posted from: http://blogs.msdn.com/xna/archive/2006/12/03/got-a-feature-suggestion-for-the-next-version-of-xna-game-studio-express.aspx We're putting the final touches on our first release of XNA Game Studio Express and our launch on December 11 th is less than three weeks away! Many of the team’s members have started to think about features that could be implemented in versions of XNA Game Studio Express down the road. While the team has ideas about things we’d like to do, we rely on you to tell us about the things you’re interested in or that you’d like us to change in future releases of the Product. The best way to share this information with us is by using Microsoft Connect . If you’re unfamiliar with Microsoft Connect, plea ...Show All

  • DanMeyers Tell us about your website or game!

    As part of our effort to reach out to the XNA community, we would like to create a special community page on the XNA Developer Center that links to YOUR site or game. Here's what you need to do, send me (David Weller) an email (click on my name link to the left of this post for the email address) telling me: 1) Your name 2) Your contact email 3) Your website or game 4) (Optionally) If you send me a link to your game, please let us know if you give Microsoft permission to use your game as part of any press-related activities we might do (i.e., incorporate a screenshot/video of your game, etc.). Please don't reply to this post with links to your site/game, I need the information emailed to me. Thanks! Well as you ...Show All

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