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Software Development Network >> Game Technologies

Game Technologies

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360 Controller Image in a help context
XBox 360 hard drive question for MS staff - semi off topic
AccessViolationException when resetting effects
Best practices for GameComponents and GameServices
How can i obtain extra information from a File using Content importer?
xnb file shader
Rest method (make the computer chill)
3D 3rd Person Camera
Combining two effect
Commercial Game Development like Age of Empires or Rise of Nations!

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  • sweet_salt mesh in xna

    hello, i'm making a 3d game, i have made a mesh with 3d studio max 9 and i have used the biped tool for the mesh animation, now i need to put the mesh in my game, i'm using de xna framework, i have tried to export the .3ds file to .x file format, but the .x file format result in a big square and nothing else this only happend with the animated mesh because i have exported to .x file format the static meshes and these are perfect, somebody can tell me what kind of format's models are supported in the xna framework or how to export the animation of .3ds to .x file thank you in advance. p.s: i have exported the .3ds file using calgari gamespace 1.5 and 3d object converter, the two of those show the same thing. ...Show All

  • AlexanderJ 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 a demo creating a graphical component would help a lot Very nice introduction to gamecomponents. Thanks for posting this. 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, ...Show All

  • Duncan-Countrywide Can anyone confirm this potential BUG with Spritebatch / RenderTarget...

    Hi all, I'm experiencing a strange problem that I can only attribute to one of the following... 1) My own incompetence :-) 2) A flaw in the Spritebatch code. Can anyone confirm that it is the latter please. Some background... In order to ensure the correct look when running at a variety of resolutions and aspect ratios I am wanting to spritebatch all of my 2D stuff to a RenderTarget and then spritebatch the RenderTarget to the BackBuffer in the correct scaling (either full screen for widescreen or not quite full height for normal TV). I am creating a Texture2D as a RenderTarget of 1280x720, Default resource, 1 level, SurtfaceFormat.Color, etc. The problem... I stash the backbuffer, set the rendertarget to ...Show All

  • the emrah Converting images to Pipeline without XNA Game Studio?

    Is there a tool available to convert / view XNA Pipeline files Reason being, is that the person doing the art would generally want to try changes images etc.. without having to have Express installed etc... MR_ED wrote: But then for him to see the changes i would have to re-compile... and we are working remotely, so he would have to send me the BMP file I would have to compile and send him the XNB file. I don't get what you're trying to say. Giving him the ability to compile the files won't remove the need for them to be sent to you. I'm probably beating him to the punch but Shawn Hargreaves wrote a wonderful blog piece about just this idea last night. Basically, there is an MSBUILD tas ...Show All

  • GazCoder standalone content pipeline

    Hellow guys! I need to create a ContentPipeline object away from xna framework class Game. Do you know a way to make this thanks! Shinji Microsoft Student Partner There is no coupling between the Game class and the ContentManager: it is totally possible to create one without the other (for instance most of our unit tests for the framework code do exactly that). To use a ContentManager, you have to implement the IGraphicsDeviceService interface, and provide an IServiceProvider implementation that can be used to look up the IGraphicsDeviceService. The link that Joel posted has code that does exactly this. If you're having trouble understanding how that works, maybe you could be a bit more specific about which pa ...Show All

  • sammy chen XNA Pro

    ok here from the official faq: Q: How widely used is C# in the gaming industry A: The vast majority of game studios recognize the productivity benefits of C# and are already using it for creating internal tools within their studios. There are even a few great games for Windows written using C#. But before the advent of the XNA Framework, doing true cross-platform development with C# targeting both the Windows desktop and the Xbox 360 was not a reality. That’s why we believe the XNA Framework represents an exciting opportunity for game studios. Managed DirectX Q&A   Now my questions to this: If this is such an exciting opportunity for game studios how come you have to share source code and assets and let others bui ...Show All

  • BlackCatBone D3DXCreateEffectFromFile() problem

    Hi people. I'm having a problem using effects. Of the 15 or so fx files in the samples, only 2 will successfully go through with my code. It doesn't really make any sense :( I do know that those that fail will cause effect to be null in the following code. Note that this code is from a wrapper and each new effect will be in its own object that initializes using the code: DX9Effect::DX9Effect(char* filename, int uid) { D3DXMatrixIdentity(&matrix_world); D3DXMatrixIdentity(&matrix_view); D3DXMatrixIdentity(&matrix_proj); strcpy_s(DX9Effect::filename, filename); char newpath[MAX_PATH] = "effects\\"; if(std::strlen(DX9Effect::filename) + std::strlen(newpath) < MAX_PATH) strcat_s(newpath, filen ...Show All

  • xBitx Is there a way to pause/resume Game.GameTime?

    Hi, I want to pause my game when Back is pressed. I looked to SpaceWar for ideas -- the Information screen even claims that the Back button pauses the game -- but the Back button does nothing. Microsoft.Xna.Framework.Game seems to distinguish between "RealTime" and "GameTime" -- but I don't see a way to pause/resume the latter. Of course I could just not call Update when I'm "paused", but then as soon as I "resume," ElapsedTime would be some huge amount, wouldn't it Thanks for any suggestions... -Mike YES!!  i totally agree!  i was forced to implement my own pause feature because it doesn't seem to be a standard feature of the XNA architect ...Show All

  • den2005 Somebody make a tutorial for dumbies?

    Im making my first ever game, and my first EVER use of code, and i tried the Begginers tutorial for your first game, but it seems to assume you know about code by skipping details. Can someone tell me the section that deals with putting an image IN your game and go through it with every detail PLEASE. /// <summary> /// Load your graphics content. If loadAllContent is true, you should /// load content from both ResourceManagementMode pools. Otherwise, just /// load ResourceManagementMode.Manual content. /// </summary> /// <param name="loadAllContent">Which type of content to load.</param> /// this is a texture we can render Texture2D myTexture; //coordinates to draw ...Show All

  • rmgjohnes Negative value from GameTime.TotalRealTime.TotalSeconds?

    Has anyone ever seen TotalSeconds return a negative I'm using the TotalSeconds to keep track of the last time a button was pressed and only allowing another action after .5 seconds. This seems to work well except I've seen a few times where the button seems to stop responding. This last time I set a break point and I saw that TotalSeconds was negative. Any idea why Here is the line copied from the debugger: gameTime.TotalRealTime.TotalSeconds = -52.562761099999996 "gameTime" is the variable passed into the Update() method. It happens consistently for me after just slightly over 5 minutes. If you continuously print the values out to the console for example, they don't make any sen ...Show All

  • Brett Metcalfe Creating a DirectX Device without a control

    I am building an app to perform offline image processing on the GPU, and was wondering if it is necessary to bind the device to a control. At the moment I have a dummy control used to initilialize the device, which works, but is a bit of a fudge. Passing a null control to the device constructor usually results in problems later on when rendering, even though I am rendering to an off screen texture. Any help would be appreciated. Thanks, Andrew. Either a null device (as shown above) or an invisible window/control should work... Some samples in DX SDK use this function (they are command line tools): //--------------------------------------------------------------------------------- ...Show All

  • amritanshu agrawal End users shouldn't have to rewrite XNA math functions in order to improve performance.

    The overhead of passing a 64 byte Matrix by value is significant. Most especially when you are comparing two matrices for equivalency (==), or performing a Vector*Matrix multiplication (Vector3.Transform(Matrix)). The following matrix comparison function performs 5-10 times better than your built in == comparison. If the matrices are equal, then it is about 5 times faster. If they are unequal then it fails fast, and is about 10 times faster. public static bool Equals(ref Matrix a, ref Matrix b) { // i check the diagonal first for quick fails return a.M11 == b.M11 && a.M22 == b.M22 && a.M33 == b.M33 && a.M44 == b.M44 && a.M12 == b.M12 && a.M13 == b.M13 && a.M1 ...Show All

  • fredrikt VertexPositionTexture Problem xna beta 1

    Hello guys!! I'm trying to texture a simple face of a box composed by 2 triangles! I'm using the documentation example "How to: Apply texture to 3D primitives" the code... effect.fx uniform extern float4x4 WorldViewProj : WORLDVIEWPROJECTION; uniform extern texture UserTexture; struct VS_OUTPUT { float4 position : POSITION; float4 textureCoordinate : TEXCOORD0; }; sampler textureSampler = sampler_state { Texture = <UserTexture>; mipfilter = LINEAR; }; VS_OUTPUT Transform( float4 Position : POSITION, float4 TextureCoordinate : TEXCOORD0 ) { VS_OUTPUT Out = (VS_OUTPUT)0; Out.position = mul(Position, WorldViewProj); Out.textureCoordinate = TextureCoordinate; ...Show All

  • Vipul123 ContentManager questions about device resets

    I am trying to figure out exactly what the content manager does and does not do for you. Here's what I've found. The content manager caches resources http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=886913&SiteID=1 The content manager does not help you load resources in a background thread http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=966705&SiteID=1 And, from what I can tell, though I've not found anything very conclusive, the content manager will take care of device resets. I've not been able to get this to happen though. Right now, I can move my game from one monitor to another and a texure is invalidated. This is how I'm making the texture.. tex = env.Content().Load<Texture2D>(@"content/tex/white_pixel&q ...Show All

  • ThirtySix Software Equivialents to Mesh.Sphere etc in DX9?

    Hi all, im new to 3d programming and XNA, and i am about to make a simple solar system explorer to get the feeling of it. I started out with DirectX9 sdk when i stumbled across XNA which seemed as a more friendly framework than DirectX. In DX, the Mesh class has a number of methods that returns a Box, Sphere, Cylinder and so on. I cannot find these methods or equivalents in the XNA framework. Is there an easy way to render such primitive objects without loading a model or providing vertices /Telle Ok, thanks for your help. I'll take a look at the tutorial derek posted to begin with. Any suggestions for 3d modelling software (One that doesn't cost me thousands of dollars..) (I have no ex ...Show All

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