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Software Development Network >> Game Technologies

Game Technologies

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XNA Capabilities Viewer
Compiler support
No text input in WinForm controls
DirectDraw Deprication
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Min. Requirements to PLAY
Path to becoming a professional game programmer
Model texturing
World to screen conversion.
XNA Games OUT OF THE BOX??

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  • Jorne bounding box with 2d

    hello, how can i use a bounding box with 2d... must a bounding box always be a box (a rectangle) or can i "draw" it around my object thx bounding boxes are always axis-aligned, so you can only have straight orthogonal edges. To make a 2D bounding box, simply set the Z coordinate of the corners to 0, and you can use it just like a 3D one.l can i draw something around my object to detect collisions.. i am not talking about pixel collision detection.. just a little bit more precisely than a box thx Depending on the shape of your object multiple boxes or circles can be used to tighten up the collision detection. I ...Show All

  • David S L Drawing a simple image

    Does anyone know how to draw an image at the location of the mouse Is this considered a sprite I have little knowledge about how this image should be drawn but I know how to make sure that it is in the correct position of the mouse. Any help appreciated. Thanks. Actually I just found what I was looking for. Here it is: You go to XNA Game studio express then click Help and How Do I Then click XNA Game Studio Express Then Class Library Reference Then Microsoft.Xna.Framework.Content Then click How to: Draw a Texture (at the bottom of the window) What would be some ways of doing this I haven't an idea of how to get a sprite to display or even what a te ...Show All

  • Stigern Whos using TorqueX, Who isn't?

    Just curious: 1. Are you using TorqueX or not - and why or why not 2. If you are using TorqueX are you also using TorqueX Game Builder and why or why not I'm experimenting with both but haven't decided if its the way I'm going to go yet. I'm not using TorqueX yet, but it is something I plan on looking at at some point, just to see what's it's all about. I'm not really planning on using it regularly. Being able to make my 2D games so rapidly with XNA is already so impressive for me, I'm not sure I would be able to handle the shock to my system to see it made even easier. So I'm not using TorqueX so that I live longer. I'm using TorqueX, in the sense that I'm reading the docs and sam ...Show All

  • ravindra_pn Collision detection - Howto

    Hi all, I'm trying to make two objects collide in GSE, actually in a Pong game - between the bat and the ball. I have motion for both, but no collision, the ball just leaves the stage so to speak. Any help would be appreciated. I have looked in the Help, but to no avail. I have assigned a bounding box to the both bats and the ball, the ball reflects off of the second bat, but goes right through the first. What was the code you used to assign it to a bounding box I feel like a moron because I have been messing with this and am completely missing something somewhere. Yeah, I tried that, but I didn't get the point of bounding boxes, how to use them so to speak. I got it working for a 2D object.. basically ...Show All

  • Christopher Scott Help on writing text on the screen?

    I'm well on my way to finishing my first mini game called planet defender. What I need now is a way to display the score the player has on the screen. How do I draw text onto the screen Here's a quick image of my game so far :): http://www.rocketsoft.gm-school.uni.cc/uploads/Screenshot.JPG I have tried for about 1 hour now and still cant get it to work.. I keep getting this error: Error 1 The name 'batch' does not exist in the current context C:\Documents and Settings\Simon\Dokumenter\Visual Studio 2005\Projects\WindowsGame1\WindowsGame1\Game1.cs 217 44 WindowsGame1 Line 217 is: FontVerdana .getFont().drawText(batch, new Vector2 (0, 0), "Some Text" , .75f); And dont know how to fix it..anybody know why ...Show All

  • Blue-Fire Intersection test problems

    Hello, I am trying to get our hierarchical BV culling working properly and I'm experiencing some odd behavior with the BoundingFrustum intersection test. The problem is that when I test my BV's against the frustum the test is not accurate. I am testing spheres and AABB's against the frustum but let's just talk about spheres as I have the same problem with every primitive. What I have found is that the accuracy depends heavily on the setting I use for the FarPlane when we call Matrix.CreatePerspectiveFieldOfView. When I set the FarPlane to a big number (like 4700 for example) the camera has to be almost looking in the opposite direction to the sphere in order to get the sphere to fail the test. If I set it to a very small numb ...Show All

  • R.Tutus Texture diffusing...

    Hi all - my question is how can I get textures when drawn not to diffuse. This happens when the destination rectangle is bigger than the source rectangle - instead I just wnat to "magnify" the image...stretching the texture out horizontlaly, vertically, or both. With everything I try I either get diffusion (i.e. the image fades as it is stretched, making it semi-transparent), or I get pure black. :S Please tell me what I need to do if possible - thanks very much. Alex Maybe setting filter in the TextureCreationParameters to e.g. FilterOptions.Point has an effect. let me know... Setting MipFilter to None will turn off mipmapping. Great, thanks for hel ...Show All

  • X4U ID3DXSprite Positioning

    I was wondering if anyone knows how ID3DXSprite generates the quad that it renders when drawing billboards in 3d space ...Show All

  • Alsaleem Comparison of Techniques?

    Hi. I am new to DirectX and XNA, although I have a programming background in asm, c, and vba. After delving into the DirectX SDK and the XNA docs, I could not easily find an answer to my question, namely a comparison between different ways of doing the same job. My plan is to create a 'tile' based computer game along the lines of the old Avalon Hills board games. This means that it will use hexagonal tiles, terrain, and unit icons. The map will be large and scrollable, as well as enabled with the ability to rapidly zoom the map in and out. Units and terrain will be 2D, with no overlapping into adjacent hexes. The borders of each hex will be visable. As in general programming, there seems to be many ways to go about accomplishin ...Show All

  • RobSteele Combining a Roatation and Translation matrix properly...?

    I am trying to set up the world matrix for an object.  What I am trying to do is rotate the mesh and then translate that mesh, but I do NOT want the rotation to affect the direction in which it is being translated. What I have is two seperate matrices: One is the translation matrix, the other is the rotation matrix.  Here is what I've been trying (pseudo code): Vector3 vTranslation(3, 2, 1); Matrix rot = Matrix.RotationY(180); Matrix trans = Matrix.Translation(vTranslation); Matrix world = trans * rot; // or rot * trans, same effect The problem is, since I rotated around the Y axis, the multiplication with the translation matrix does not do what I want it to do.  What ends up happening is the translation is applied ...Show All

  • Hans H Custom Content Processor - Usage

    Hi, I am looking from some advice on writing a custom content processor for XNA. I have been working on a tile engine and have my Windows based tile map editor up and running. This editor produces an XML file holding all the tile set bitmaps, a list of all the levels in the map and a list of layers on each level. I am thinking of using a custom content processor to load this XML file, parse it and serialise it to the xnb file. I then plan to write a custom importer which will create a top level map object which will hold the tile sets as Texure2D objects and a dictionary of levels in the map. Does this seem like the correct use for a content processor Andy Rick, Thanks for your answer. In th ...Show All

  • NeilAtTawanda Rocket Commander XNA Game

    Hi everyone. I ported my famous Rocket Commander game (first .NET 2.0 game, free game with source code) to XNA and thanks to some multi-threaded optimizations it runs very good on the Xbox 360 too now. More information, the download links, screenshots and some notes about the porting process from MDX to XNA can be found on my blog: http://abi.exdream.com Rocket Commander XNA Screenshot: its missing the XNAGraphicEngineContentProcessors project Thank you very much abi, what a nice after christmas gift i've already learned alot from your whole video tutorial series about the MDX version of Rocket Commander!! Thanks therefore too!! It's my primary knowledge source for now, i hope you can hopefully tell us a bit (or ...Show All

  • rocli Xbox 360 display modes

    Hello there, I'm writing a game which I hope to eventually get running on the Xbox 360. I was wondering what display modes are available on the console. Am I right in guessing that the display mode is fixed, as it would be dependent on the user's TV Thanks, Peter Xbox 360 does Widescreen HD so 1368 x 720 may be a good target but I am not sure how we will program to target all the sizes that can be used The 360 hardware contains an extremely high quality video scaling circuit, so you can render at pretty much any resolution you like and then output to any kind of TV. A lot of games always render in HDTV resolution, and if they aren't connected to an HDTV, rely on the video scalar to reduce the image to regular 640x480 ...Show All

  • yasmina Problem with content .x files on build.

    I have a small xna application working. I can load an .X file, render multiple of them -great. Now adding another .X file (created identically, added the same way -[existing file, content] It throws up errors on the build. Is there some kind of caching taking place, or a pre-build action I should be doing Searching for the .x model name it shows up in both the ContentPipeline.xml file WITH TWO ENTRIES. Removing the extraneous entries from the /OBJ/ContentPipeline.xml doens't do anything, as it's regerenerted on each build. Where is it getting it from How do I fix this (error throw below) Error 1 Building content threw ArgumentException: An item with the same key has already been added. at System.ThrowHelper.ThrowArgumentExcept ...Show All

  • Musafir C# modulus operator % sucks?

    So in C# when I do -1%something I get -1, which means I can't really use it as an array index without a bunch of stupid error checking.  Is there some way to force the modulo operator to actually give me numbers from my field (e.g 0-5 for modulo 6) Edit: Well, I made this post at 2:00 am and it shows, here is what I have issue with: i = (i+1) % 6 will result in numbers from 0 to 5, which I could use for an array index i = (i-1) % 6 will result in numbers from 0 to -5, which can't be used in an array index Obviously, the absolute value of those results would not conform to any logical value, either (for instance, array[-1] and array[1] would be the same value, even though they should be 2 values apart if I decremented twice ...Show All

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