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Software Development Network >> Game Technologies

Game Technologies

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SaveStateMode.SaveState performance
How to access the graphicsDevice from a new gameComponent
RectangleF?
Physic Based Games?
Activator.CreateInstance on .Net compact
Content Pipeline Model Animation
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XNA-GSE 1.0 ... uninstall Beta 2 first?

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  • Eugene Ostroukhov Change Material on one face of large mesh.

    Hello all, I've already search the forums and the web and have found nothing so far.  I have a landscaping application {slash game app :)}.  Comming along great.  I have one large mesh with multiple faces, up to 800 that I can save with a internal process I have to a text based x file.  In that way there is no problem changing the material on a face. But the effect is not there until I reload the x file of course.  Is there any way to accomplish this.  I've already tried the included could to add a entry to the Attribute table of the mesh.  It gets the attribute table but on the SetTableAttribute function it fails.  Any help would be much appricated. ps.. The project was started from the D ...Show All

  • ramana reddy Woeful XNA GSE Install

    I've uninstalled my XNA GSE Beta 1 and everything but I get that stupid error message whenever the installer gets around to installing the DX Runtime. I never had this error when I installed GSE Beta 1, so why now You'll have to run that from the command line. To open a command line window hit the Windows Key+R and naviage to the directory where the install is located then type that line in the command line window and hit enter. I'm using XP Pro SP2 though. It should have no probs working on my comp. If your still having trouble please follow this guide: Please try running the installer like this: Msiexec /i xnagse_setup.msi /lv inst ...Show All

  • Adam Miles Files and endianness

    Hello, First I'd like to say thanks to the guys at MS for being so open about the development of the XNA Framework and associated tools. The recent blog posts have been really excellent. At the moment for opening files I use File.OpenRead(). To read the data from the Stream it returns, I use Stream.ReadInt32() and so on. Obviously on my little endian PC platform, reading little endian data, there is no problem. But on the Xbox, does System.IO.Stream exist And if so, does Stream.Read*() do endian conversion on the fly Thanks again, Peter Hold it, does this mean that the XBox 360 is big-endian And it uses Microsoft system software Wow. Any other surprises, like a 64-bit long Yes, System.IO exist ...Show All

  • dbdog Networking in XNA using System.Net (Sockets)

    I have been working hard this past week on a couple of classes (two components) for my XNA engine, Xna5D. These two components have been an Asynchronus TCP Server and Client for networking purposes. I have finally got the code to be working stable enough to show it off a bit. I have wrapped the basic Socket classes and exposed callbacks via Delegates/Events. The XNA Game Component portion can be easily stripped off (I only use it for getting a reference to an XmlLogger component). Speaking of which, if you do try to use these you will need to strip that out (Referencing XmlLogger) unless you have the full Xna5D source. It is pretty easy to do though. A link to the source code (zip)... http://downloads.jsedlak.org/Xna5D_ClientSe ...Show All

  • Yahya XNA FAQ (CN version) BY XNA Union Of China

    A beta of XNA Game Studio Express will be released on August 30th simultaneously on the globe by Microsoft.It 's a set of tools of game developing for the amateur.In order to bring in the timely information and promote the diffusion and development of the xna game technology,the first group of the XNA technology "XNA Union Of China" released the translation of the XNA Gmae Studios FAQ on the evening of August 23.   XNA Union Of China    EMAIL:yc_dc@126.com  MSN:  yc_dc@hotmail.com ——————————— ——————————————     XNA FAQ XNA Framework XNA Game Studio Express FAQ     link: http://game.ali213.n ...Show All

  • Sara_H A few XNA questions.

    Now with XNA will you be making the game right in XNA, or do you like make it with another program using different code and then just use XNA to make it playable on the 360 Thanks! Hello, Your game must be written using C#(At least for our first release) and using the XNA Framework to run your game on the Xbox 360. You could use a different IDE to do this but not different code, you'll still need the IDE to deploy(copy) the game to your Xbox 360. You would be using XNA Game Studio Express to develop your game. XNA is a framework, not a development environment. You might want to check out the FAQ but do i make my game in XNA or somewhere else Game Studio Ex ...Show All

  • slowcoder A Simple grid component

    I created this self contained grid and figured someone may find it a useful starting point. [ code language="C++" ] using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Components; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Storage; namespace XNAEngine {     public class SOGrid : Microsoft.Xna.Framework.GameComponent     {         // This is how you would add camera control to the grid component         /*private myCameraComponent camera;         pub ...Show All

  • daraneko Game Components Demo

    I've posted a video of my Game Components demo I did at Gamefest. http://blogs.msdn.com/xna/archive/2006/08/31/734204.aspx Very interesting. Can you post the sample code from your demo Thanks Sean One thing though - have you guys given any thought to a licencing model for the (more complex) components For instance, GarageGames allow 3rd party developers a way of selling add-ons. Seems to me that there are likely to be a few experienced games developers knocking around these forums, who could produce some excellent components if they could keep the source to themselves, and sell them on (paid per developer seat, or just when deployed as a sold game). After all, this is exactly what ha ...Show All

  • FannwongCindy Filling an area using DX9 Sprite

    (C#) Is there a way to fill an area of the screen (not the whole thing) with a solid color (Using DX9/DX9 Sprite) You mean, in your DX window You can of course do it with a sprite, but you can also clear that area of the backbuffer to an specified color, what is even more simple. ...Show All

  • AndyC12345 "Use of unassigned local variable" error on Xbox360 but not Windows

    Anyone know why the compiler produces an error when the following code is compiled in an Xb0x360 project but not when it is compiled on a Windows project public void GetTileRect( int tileX, int tileY, out Rectangle tileRect) { Rectangle myRect; myRect.X = tileX * tileWidth; myRect.Y = tileY * tileHeight; myRect.Width = tileWidth; myRect.Height = tileHeight; tileRect = myRect; } I get a "Use of unassigned local variable 'myRect'" when assigning it to tileRect. It's not a big deal, I can get around it by simply using "myRect = new Rectangle()". I'm just wondering why it works in one case but not the other. I wonder if, perhaps, Rectang ...Show All

  • Bren Anderson UV Coordinates of a mouse click

    Is there any way to find out the UV coordinates of a ray's intersection with a model (i.e., to read the position of a mouse click on the "screen" of a model of a TV in a scene ) Mesh processing is moved into the content pipeline in XNA. The Model class does not actually give you access to the mesh data at all, in the default implementation, so there could not be a Model.IntersectRay() function. Given that the vertex data is fairly sizeable, you'd be better off to store a position-only version of the mesh in system memory anyway, for use in collision testing. When you do that, you can also pre-calculate some indexing structure to make testing quicker (not have to test every triangle against the ray). ...Show All

  • Alba Memory Leak Blues (PlayCue)

    Hi Well, my latest game is really starting to come together. However, I've noticed something that I think is the cause of a memory leak. ParentGame.SoundBank.PlayCue( "spark_1" ); I've notice a positive allocation of memory whenever the "PlayCue" method on a SoundBank is called. This particular line of code is fired very regularly (its an electric arc sound) in my game. I've been pretty religious about pre-allocating objects (and avoiding "new") in the game - To avoid unwanted garbage collection and break-up of game smoothness. Anyway. Memory allocation appears relatively stable until PlayCue is called. Can anyone offer an advice - Is this a known issue Anyone got a way around this ...Show All

  • vtb "split screen"

    I think I made pretty good progress in understanding and writing shaders and objects to render and so on.... but something I do not have a clue how to approach it: How do I render two views of the same 'world' on one screen, a split screen where every player sees his personal view Can anybody point me to the spot to look at or to an example Not sure about samples but look up viewports in the help. A viewport defines a rectangular area of the screen that future drawing will be clipped into. So setviewport for player1: Draw player1's view.... repeat for other players. Easy enough, thanks! I posted about this a while ago. Here's the reply I got. Note: it's beta ...Show All

  • Dario Galvani Should my 2D game engine use Vector2s or pairs of floats?

    I just recently changed, oh, about a 1000 lines of code in my game engine. Instead of using Vector2 for things like position and size, I decided to use floats instead. Does anyone else use Vector2's as their main position and size data types in their 2D game Right now, I have the code for both versions, and I'm trying to make entirely sure floats are the way to go before throwing one of them away. Any comments As properties, floats are more efficient than structs like Vector2 and more straightforward to manipulate. They also make the API look cleaner (if bulkier). They take up less space in memory, and they're easier to understand for people completely new to game programming. The reason I initially chose Vector2s is ...Show All

  • rottengeek DartBoard Collisions Source (not requesting)

    I've been playing around, and for anyone interested making a dart game, visit here (code, screenies, project files etc):- http://www.syntaxbomb.com/forum/index.php topic=317.msg2232;topicseen#new I just thought I'd share it! Dabz   Thanks for the advice XNA Rockstar, much appreciated! :) Well next time I'll make sure, but this is one of the first things I've made with XNA and was chuffed to bits! :) Maybe I was a little overly enthusiastic, but I hope someone finds it useful anyhow! :) Dabz   [EDIT] Fixed the font problem, it should compile straight away now! :D     I think most users would agree that a downloaded game should work without having to tamper with the code or co ...Show All

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