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Software Development Network >> Game Technologies

Game Technologies

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Fast creation of random numbers?
Building a camera class.
Is my video card too old?
Problems with user controls in DirectDraw
How I can quickly draw into texture with alpha? C#
A question regarding content not explicity included in the project
Racing Game Tutorial
How do I know if a resource is managed or not?
How long does it take to make a game?
Porting a game to the 360

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  • JBacker Depth Buffer Support Formats

    Hi, I just tried to create a depth buffer. While looking through the HDR Format 10 example I believe I considered a bug in the example or in the documentation. The documentation states that the depth buffer formats are D16_NORM D24_UNORM_S8_UINT D32_FLOAT D32_FLOAT_S8X24_UINT The HDR Format 10 example is checking for the R16_TYPELESS, R32_TYPELESS and R32_FLOAT_X8X24_TYPELESS formats and can not find any of them on my machine .... the documentation does not say anything about those formats. Replacing the _TYPELESS formats with the one above works. I assume typeless means that it is looking for a _NORM or _UNORM format and picks whatever is available - Wolfgang The sample is incorrect in ...Show All

  • rwbogosian How do you implement Fog into a scene?

    Hi All, I have finally got some 3D up and running so things are whizzing about (which is always fun to watch... for a while, yeah I know, small things...) and I was wondering if anyone had any examples of putting fog into a scene. I tried last night and succeeded in turning all my meshes to white, not matter how far away they were from the camera. No matter what I did to the values, nothing changed. As always, any help is greatly appreciated. Cheers As well as setting those device renderstates, you also need to compute the amount of fog in your vertex shader. Typically that will just be the distance from the camera, which you output using the FOG shader semantic, but you could use some more sophisticated calculations to ...Show All

  • Mantorok Quaternion Tutorial

    Could someone school me in using Quaternions in XNA I'd love to have a tutorial specfically for XNA. I read a tutorial that helped me to understand them a bit better, but still not sure how to plug it into the game. If you can believe it, the documentation doesn't explain it to well. From what I understand, you should actually see less drift and other erros from quaternions than you will from calculating rotation in other ways. The reason why is because less errors accumulate from multiplications because there are less multiplications. That was why I multiplied the three rotations together before applying them to the ship's orientation. Now I'm wondering if that also led to the error someone reported ...Show All

  • Newland Mak Poor XNA performance or my poor code... or normal?

    I've have created a simple scene that renders 8000 identical cubes. I know thats a lot of cubes, but I only get 4 FPS on a 2.0ghz dual core with a 7300 mobile graphics card at 640x480 with simply vertex shading and one directional light. This pc can run doom3 at 60FPS at that resolution and a program i wrote in MDX that draws about 1000 detailed spheres with specular lighting runs at over 100FPS Here is the code I'm using: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Storage; namespace WindowsGame1 { public class Game1 : Mic ...Show All

  • Sanjoy Bhowal Microsoft.XNA.Framework.Curve

    Hi, I was wondering if anyone had looked at or used the Curve Class yet. I am having difficulty working out how to use it, perhap anyone could shed any light. I was thinking initially that it is a beizer curve type class, but I can't see co-ordinate information for the control points. All I can see is that CurveKeys have a value and a posistion, presumably between 0-1. Is the value the "y" position on a graph and the x is the position. Has anyone any more information that I can read in to determine what to use a curve for. Kind Regards, Paul Kinlan www.kinlan.co.uk Andy, just to put my 2 cents in... I haven't worked with curves very much (so I can't really speak to the interfaces), but I prefer aggreg ...Show All

  • David d48701 Suggestion for stock Vertex structs

    I notice that the framework provides a few stock vertex structures like VertexPositionColor etc. This is cool but it would be great if these could inherit from an interface which provides a mechanism to get the SizeInBytes and Element information abstractly. These structs currently provide this information as static properties but this is no good if you are are trying to write a generic function that can deal with a number of different types of vertex structures seamlessly. My suggestion is that in future something like an IVertexInfo is provided that lets you deal with these concrete vertex structures abstractly.  Perhaps something like this. interface IVertexInfo {     VertexElement [] Elemen ...Show All

  • Rahul Saxena VertexBuffer and GraphicsBuffer

    i'm just starting with all of this, so please bear with noob questions. could someone shed some light as to what are the differences / applications of VertexBuffer vs. GraphicsBuffer if GraphicsBuffer is locked vertexbuffer (or a byproduct of a lock) then why is it some functions use VertexBuffer (SetStreamSource) as a data source and others use GraphicsBuffer (DrawUserPrimitives). Also, if anyone knows what really happens when you "lock" the vertex buffer, I'd appreciate the data. I'm sure my confusion will pass sooner or later.... thanks. GraphicsBuffer is the new class for MDX2. It’s still in the current beta and still not documented. But as it will be replaced with the XNA framework you shoul ...Show All

  • imranmbukhari Rotating a bounding box

    I have a game with a bat of which you hit balls with. in terms of collision detection im looking at a bounding box. The bat is long and thin, and can be rotated, however there doesn't seem to be a way to rotate a bounding box. It would be very obvious if the bat was at 45 degrees but surrounding by a square bounding box. Is there any way to rotate the box, or is there a different collision detection method i can use The Xna BoundingBox type represents an axis-aligned bounding box (often abbreviated AABB), which cannot be rotated. We don't have any oriented bounding box type in the framework, mostly because those are far more complicated and expensive to check against, so they don't make such good "basic primitive" b ...Show All

  • Jack Hoxley DirectX Questions... Problems with .lib and ddraw.h

    Hi, ... ... ... I use the Visual Studio 2005 Standard Edition, Visual C++ 2005... I've done some Windows programming and been using the GDI to make some graphics so far, it works well... But can anybody tell me how to Clear the screen after using the GDIs to draw some polygons... You see, the screen then becomes full of polygons, and that's what was wanted, but then, finally, how about Clearing the Screen completely and then start to draw some other, say, triangles instead... So, What is the exact Command to Clear that Window that the polygons were drawn in... ... ... ... OK, Now, here's the problems... I've finally started to get into Direct3D and DirectX... So, I've read and Understood all the materials about how to creat ...Show All

  • Yonglun Li Can I extract SpaceWar's sounds and/or see them in XACT?

    Hi, I'm a total beginner with audio, XACT, etc. I was hoping to be able to open up the SpaceWar audio files in XACT to see how everything is laid out, and also use some sounds from SpaceWar as placeholder sounds in my own game. But the SpaceWar project (like the games people have posted to the net) only has .xgs, .xsb, and .xwb files. I haven't found a way to pull these files into XACT -- is there a way Basically, if I'm starting from just a xgs/xsb/xwb, can I browse and reuse any of that content Or are those pretty much write-only file formats from the authoring perspective Would it have helped if the xap file was available Thanks, -Mike For the beta, it's fairly limited to what you can do ...Show All

  • Phrediac Dream Build Play Contest Question - Using languages other than C#

    I've managed to use Chrome ( www.remobjects.com ) to create some small XNA demos that use the content from SpaceWars. The rules do not mention whether non C# langauges are allowed to enter the contest. Since there are several .NET 2.0 compatible compilers out there shouldn't this contest allow these entries as well as they can use both the Windows and XBox 360 XNA assemblies. Just to clarify, I have Visual C# Express and Game Studio Express installed on my machine, but am using Chrome via Visual Studion 2005 to write and compile my XNA demos and the plan is to use that combination to write future XNA games and contest entries. Could someone from the XNA contest team please clarify your position on the use of non C# languages for the Dream ...Show All

  • Ros Vicente Release .exe not working on non-Xna system.

    Hi, I sent a compiled version of the XNA shell program (blue screen only) to my friend who doesn't have XNA installed on his PC. Didn't work (crash with no decent debug info). After he installed XNA on his system, the .exe worked fined. Just thought you'd like to know. lushdog No, as ZMan has noted, you should not redistribue the XNA DLL's. In the future, once XNA has graduated from betaland, an XNA runtime installer will be available to ensure the correct installation of the assemblies. Generally, shared assemblies are registered with the GAC (Global Assembly Cache) to ensure proper version handling, etc. As of right now, the only proper way to distribute the XNA assemblies, is by having the end user i ...Show All

  • chaza Collision Detection in 2D Games

    Hi, So far I have figured out how to get object moving on the screen. I have also figured out how to detect colissions at the edges of the screen. However, I am having trouble figuring out how to detect the collision between two objects. Say for example, two bouncing balls in a 2D game. How can I detect the collision of this two objects I imagine it has something to do with sine and cosine Thanks, Oblivion. There's also this article . The easiest type of collision detection would be bounding-box based. It's not pixel-perfect, but it's a start. Basically, you should already have a way to determine the rectangle that the sprites occupy on the screen (after all, you need this rectangle to ...Show All

  • thedo Using EffectPool in beta 2.

    Has anyone managed to get a "shared" parameter to work between effects using an effectpool I'm trying ... shared matrix WorldViewProjection; shared float3 LightDirection = float3(.577f, .577f, .577f); struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR; }; VS_OUTPUT SimpleVS(float3 Position : POSITION, float3 Normal : NORMAL) { //Just transform the input position VS_OUTPUT Out; Out.Position = mul(float4(Position, 1), WorldViewProjection); Out.Color = dot(Normal, LightDirection); return Out; } float4 SimplePS(VS_OUTPUT Input) : COLOR { //Return white for every pixel return Input.Color;//float4(1,1,1,1); } technique T0 { pass P0 { VertexShader = compile vs_1_1 SimpleVS(); PixelShader ...Show All

  • Z.Z.C Converting from Beta to XNA 1.0

    Since Microsoft made some last minute changes prior to the release of XNA Studio 1.0, about 80% of the XNA tutorials out there won't even open in Visual C#. As I came on board after the release of 1.0, this made it very difficult to find any useful tutorial examples. Now that I've successfully converted my first Beta to 1.0 project, I thought I might share the steps in case anybody else might be running into the same difficulties. You're probably just as well to open a new XNA 1 project and move your project into it in pieces. Although Visual Studio will not let you open XNA beta projects, you can still use File / OpenFile and view the Game1.cs file. Or simply open it in your favorite text editor and you can float it over Visual C ...Show All

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