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Software Development Network >> Game Technologies

Game Technologies

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Quaternion Multiplication is Broken
SceneItem Improvement (?)
What about using the xna to add comment to commercial games?
How do I work with Windows Forms (using C++) and Directx9??
Creating projectiles, need help with list.
Is there a bug in DrawIndexedPrimitives using a rendertarget?
Need help
ilasm support
3D Actors and animation for games
A newcomer with a question regarding music

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  • Oren Solomon What one has to do if he has a great game and would like to sell it on X360 Live Aarcade?

    I think that GSE is a great idea. But i'm also pretty sure that there is someone out there already who has so magnificent game idea that it would be worth selling on x360 LA. What is needed in order to achieve this Does the one have to compete with big companies Does he/she/they have to buy a devkit Is that even possible for an individual What are the fees What else has to be met As far as I know the price is much lower here in the company (per devkit). That's why I'm asking for some official facts which might be interesting to guys who would decide to try indie seriously. Anyway the price you mention here is reasonable for modest game. In fact professional games are much much more ex ...Show All

  • Yusuf Hermanto Change Brightness

    How do I modify the Brightness of the entire screen in an exclusive fullscreen DirectX7 application using DirectDraw I am aware that the Brightness and Gamma controls may not be available on all video cards. If this is the case, how do I write some code that modifies the brightness of the Back Buffer Surface (ddsb), regardless of the video card What you need is Post Prossess Look to this in the SDK Basically it take the Entire Screen as a BMP Apply some transformation to this texture (brightness may be one of them) And then render 2 triangle that fit the entire screen It basically modify the bit you seen on screen The other thing you might want to look at is HDR Hight Dynamic Range It work like this ...Show All

  • Shady9399 Write your own SpriteBatch 101 (long:code included)

    People keep asking "why doesn't SpriteBatch do X ". I keep saying "write your own". Well I decided to just write one for you, so people can see how it's done. The SpriteBatch class I wrote performs about 50% faster than the XNA SpriteBatch when all Draw calls are using the same texture. (Best case scenario, but you SHOULD put all your sprites in one or few textures for performance anyways.) On my card, I get about 188 fps with 1000 sprites with MySpriteBatch, and about 124 fps with 1000 Sprites using xna SpriteBatch. MySpriteBatch also supports, or could easily support: Using your own effect file. (2 parameters, viewProjection, and diffuseTexture) Using 3d vertices if you want. (just add the Draw method for it) World, View, Projectio ...Show All

  • moreOncoding I need Path-Finding

    I am currently working on an RPG using XNA and I was wondering if anyone has implemented a shortest path algorithm on XNA. I need some shortest-path collision-avoiding code that I can use on a grid. I have looked at A* and Dijkstra's algorithm, but I think both may be outside my capabilities as a programmer. Any help is greatly appreciated. Yes, sorry, I missed one line: you need to add the start position onto the open list before entering the loop. A-star is not specific to regular grids, but regular grids are often used as examples. In the case of a regular grid, the "neighbors" are your N,E,W,S neighbors (that are actually reachable). You can handle blocked paths by saying that that is not a ...Show All

  • R.Tutus Tutorial on Geometric Instancing in XNA

    I've been so far unsuccessfully trying to learn how to do Hardware geometric instancing in XNA by using some old MDX code but haven't had much luck so far. I can't seem to find any information Instancing in XNA, where can i find such info I wonder if someone from the Microsoft XNA team could pop along and tell us how this works on the 360. It must be possible as games like dead rising seem to make extensive use of it. Geometry Instancing. There is an example in the directx sample browser, although I am sure its in c++, it is also covered in the Game Programming Gems 2 book. There is a page here about it, examples in MDX, which is probably the one you are refering to. http://www.mdxinfo.com/tuto ...Show All

  • datahook No typedef and no Include. . .

    Are these VBA programmers writing the .Net framework and languages Many of you probably already know this, as I'm arriving late to the party. I wanted to use the typedef equivalent but apparently not in C#. Then of course I thought I'd try the #include -- maybe so, if I wanted comments (I gather). The end result: Common.cs using System; namespace <yoursHere> { using ID = System.Int32; public class objID { private ID itsID; public objID( ID theID ) { itsID = theID; } public ID ID { get { return itsID; } set { itsID = value; } } } } Did I miss something Why not just: class AClass { public uint itsID; } The reasons why you need t ...Show All

  • M Minasi XNA and its runtime libraries

    I haven't heard anything on the runtime files that would be needed to fully execute a XNA program, at least, officially. Managed DirectX caused three runtime files before which I think stopped a ton of programs from being released. Little Timmy wanted to show his friend a Pong game that he wrote, but he needed the .NET framework installed, the Managed DirectX files and the DirectX runtime itself. Add each one up and it was roughly an extra 80mb (I'm guessing). Downloading the games from the web was easy, but executing them had requirements like "you have to download this, this and this." I would have skipped to another game. Is this going to be the same issue with XNA How does the installation process differ ...Show All

  • Goheaven What's wrong with my bump-mapping?(Link inside)

    http://www.kamikazekrow.com/aw/bumpmap.zip only 300k includes source and precompiled exe. what it is, is a cube, and a floor patch(tesselated quad), and a single rotating light source. But the problem is, it looks awful. even on the giant floorpatch, the lighting just flashes on and off rather than appearing oval(And with the amount of subdivions i use it really should be oval - I've seen proper lighting on much lower poly models) Could someone with an interest in such things take a look please It uses only one shader. The Shader Set up code in is Shader.SetupPArameters() - The rendering code is in Surface.Render(). Normal map is included. I'm using the tangent mapping code from Viewer3DS, and i'm pretty sure that's not the probl ...Show All

  • khawaja xna with managed directinput

    i'm making a game using the xna framework, the input class in the xna framework is good but i want to support old gamepad and joystick and i 'm using the directinput from the managed directx 9.0c, but when i use this line of code game_control.SetCooperativeLevel(this, CooperativeLevelFlags.NonExclusive | CooperativeLevelFlags.Background); the compiler gave me this two error codes: a) The best overloaded method match for Microsoft.DirectX.DirectInput.Device.SetCooperativeLevel(System.Windows.Forms.Control, Microsoft.DirectX.DirectInput.CooperativeLevelFlags)' has some invalid arguments b) Argument '1': cannot convert from 'prueba22.Game1' to 'System.Windows.Forms.Control' i have tried the code for the gamepad in visual c# exp ...Show All

  • Horst Klein best way to do 2d parallax floor sprite

    I need to do a 2d parallax floor sprite. (I want to closely emulate the style of an older game). Let me explain. I have a long, short rectangular floor texture. I'm rendering it as a texture on a 2 triangle (to make a square or rectangle) set of primitives, that is normally the same size as the texture, and the upper left corner is mapped to 0,0 of the texture, and the lower right corner to 1,1, etc. What I want to happen is when the screen scrolls to the left or right, the top line scrolls slower than the bottom line, and the lines in between scroll an appropriate amount somewhere in between. One way I could do this would be to draw one rectangle for each pixel in the texture's height, so that each can have a different x position. However ...Show All

  • tradle Space Dust And Particles

    So one thing I wanted in my game was a way to fill the space up with dust and particles. Just little things here and there to give a sense of motion when there aren't any larger objects around. Any ideas how to go about this My one idea was simply to use billboarded textures for various sized particles but I'm not sure I could create the number I wanted. So before I went ahead with this slightly more tedious approach (which also requires I create all the objects), I figured I'd see if anyone had any ideas. your code is running slowly because you are making 1000 draw calls every frame. those aren't point sprites you are rendering; they are billboarded quads. with point sprites, you can render 1000 of them ...Show All

  • MuscleHead Controlling Aspect Ratio

    So I was playing around with my XNA Control (1) for windows forms last night and got some sprites rendering based on some UI input (ie. press the "Add Sprite" button, file dialog comes up, and you pick a texture to add). I've got the control in a split container in the right pane. When I stretch the window, the sprites stretch right along with the window. The ideal behavior would be that stretching the window would simply give you more screen real estate. I'm imagining the way to figure this out will also apply to dealing with 4:3 vs 16:9 aspect ratios (2). Just need a few pointers on how to properly handle this :-) Thanks! (1)http://codecube.net/item.asp cc_itemid=314&amp;searchstring=xna%20control (2)http://forums.microsoft ...Show All

  • su45937 XBOX deploy - content issue

    Hi I've written my first simple XNA Xbox project, simply draws a triangle and applies an effect. When I deploy to the XBOX and debug, I get file not found on my effect file. The file is stored in a folder called Content then FX, file called myfirsttest.fx I load it using this command and get file not found myFirstFX= content.Load< Effect >( @"content\FX\myfirsttest" ); I've tried every combination I can think of, still says file not found everytime. Actual error :- Additional information: Error loading "content\FX\myfirsttest". File not found. Help!!! Thanks for all your hints, I'm at work so can't try these right now, but will when I get home. ...Show All

  • Jim P. Hi

    I have finished with the story of my game development. I have meagre knowledge about C# and DirectX concepts... downloaded the required tools already . but i need help on how to create the required graphics and other essentials.. the help is so application specific.. i need a generalised view.. please can any experts help me!!! you've gone through the tutorials in the DirectX SDK so far   Tell us what you've done to try to learn.  Right now it just seems like you're asking people to hold your hand.  That's not going to get you much help. (Also moved to the DirectX 101 forum) Check out the tutorials on Coding4Fun - there is a game series on there for managed DIrectX. There are several games for XNA though ...Show All

  • Beyond Blue Does XNA support other than XBox gamepads?

    I have a Thrustmaster Dual Trigger 2-in-1 Rumble Force -gamepad and tried to play spacewars with it. It did not work. Does XNA support only Xbox 360 controllers If not then how do I have to modify spacewars to get it working with my gamepad Will that modification work with all normal gamepads designed for windows or does every gamepad need it's own piece of code The link to connect works, but you have to log into connect first and then follow the link.... why connect doesn't automatically ask you to log in is beyond me... If anyone wants to vote this is the item https://connect.microsoft.com/feedback/ViewFeedback.aspx FeedbackID=192779&SiteID=226 I wouldn't be surprised if someone w ...Show All

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