Software Development Network Logo
  • VS Team System
  • Game Technologies
  • Microsoft ISV
  • Audio and Video
  • SharePoint Products
  • IE Development
  • Visual C++
  • Windows Vista
  • Smart Devicet
  • Visual Basic
  • .NET Development
  • Visual C#
  • Visual Studio
  • Windows Forms
  • SQL Server

Software Development Network >> Game Technologies

Game Technologies

New Question

aaaaaaaarrrrrrrrrrrrrrrrrgggggg!!!!!!
XNA Framework Docs?
SpaceWar with a PC controller?
TorqueXNA
Can Xbox360 controller use on PC for XNA Game?
Default pixel shader?
please help
Drawing on texture
How to create a small 3D Universe?
DDS : 360, PC

Top Answerers

myherdem
ogagnol
techuser08
akin_l
goldband
KjellSJ
Ashok Ojha
shimshon
jbattat
esb
Exontrol EXMLGrid
Only Title

Answer Questions

  • Gianluca Colucci Allow Users to offer user created Games through Xbox Live to everyone, Is it Impossible for Microsoft

    I realize that there are challenges but, if it were, that users could offer there own creations over xbox live to all 360 owners, there would be an entirely new world to explore. I believe that it could be done. Microsoft would have an infinitely expanding library. Most commercial game creators cant take the risk of trying new and uncertain gaming ideas with production costs being so high. They would love to have the freedom to always give gamers new and unique experiences. But most times they continue the traditions that work and are going to sell. Thats why I believe that users should be given the ability to share their creations with all. We dont fear any risks and with xbox live, the downloads could be tracked and popular creators coul ...Show All

  • stanjo Having a little trouble with XNA Spot tutorial...

    I have been doing the How to Draw a 2D Sprite tutorial from xnaspot.com,and I still have a lot to learn and I got all the info inputed and there is one error that I cannot figure out, and that is in the update funtion, I put what I was supposed to, and even tried pasting it, because I have been typing everything to get it down (I would be way past it if I just copied and pasted) and it seems like there should be a }, yet when I put that down it still says }expected, I tried removing it and 9 more errors popped up, so I need to know, what am I doing wrong I would greatly appreciatte any help you guys can give me. I figured it out using a better turorial from www.learnxna.com , but thanks for your help. Yeah, I have been trying t ...Show All

  • Jameslee20 Multi-Sampling

    I tried to get multi-sampling working. I check multi-sample support with CheckMultiSampleQualityLevels() after I created my back buffer with D3D10CreateDeviceAndSwapChain(). While creating this back buffer I specify 1 for the SampleDesc.Count and 0 for SampleDesc.Quality. For the count CheckMultiSampleQualityLevels returns 17 and for quality it returns 0. This happens for a 8-bit per channel back buffer or a 16-bit per channel float back buffer. It also happens if I change the count number in the D3D10CreateDeviceAndSwapChain call. The error message that is returned by the CreateTexture2D call then is: CreateTexture2D: The Sample descriptor is invalid. DXGI_SAMPLE_DESC::Count (value = 16) must be between 1 and 32. For 16 sample ...Show All

  • truepantera Rants on XNA 1.0

    This is my first reaction when I installed and tried the 1.0 of XNA. To summarize my feeling: it's still 95% for XBox and no nearer to replace the old MDX 1.0. So I decided not to migrate from MDX to XNA though I want to do that very much. I feel like MDX 2 more; amen to MDX 2. The hardest issue for me is the content pipeline, which is very necessary, but the workflow is fixed and it assumes the contents are only built before the program runs. The helper functions wrapping D3DX can only be used with types in the content pipeline. I have to utilize the full content pipeline just for generating something dynamically, of course with significant performance cost. Or I have to write those D3DX utilities my self. Currently I don't have a good id ...Show All

  • Polina159216 Tutorials Thread

    If it's not too much trouble, could this topic be stickied I am just wondering if we could have a main thread that carries links to all the tutorials. In other words, someone makes a thread with a new tutorial, and then, they post the link to it here with a description of the tutorial. That way, others don't have to search through a whole forum for just one topic. Just an idea to make it easier on everyone.   On a side note, I plan on linking this thread to another thread titled: First XNA Program Development Team (FXPDT). Take a look at it. Thanks for your time. Also, I've added some tutorials for you all for now.   P.S. Since the tutorials are publicly viewed and linked to, I don't think you need permission to ...Show All

  • CalBob Need help with calculating movement

    Hi everyone, I'm making a simple top-down shooter using the XNA framework, kinda GTA style. Your character will look to where your mouse is, and you have to use the WASD keys to move. Now, the W and the S key work fine (move towards and away from the mouse, respectively), but I can't get A and D to work. The idea is that when you press and hold A the character will move around your mouse clockwise, and D will do the same, but counter-clockwise. Can anyone tell me a good way to do this, or link me to some tutorial Here's a screenie of the game in it's current state to show you in what direction I'm going with this. *click* Thanks, Aistina aka The Serious Spoon Ok, maybe I didn’t understand you, I th ...Show All

  • PanzerDivisionMarkus Alpha rendering

    hi.. I create with positioncolored vertices a simpe Triangle. One of the vertices has a "0" as alpha value. The other 2 are red. So I expect to have a triange which is transparent on a vertex. But I dont have it. What so I do false Probably I have to change device.renderstate.alpha.... Can you pls help me.. Thanks... MAT You need to set some render states. Device.RenderState.SourceBlend = Blend.SourceAlpha; Device.RenderState.DestinationBlend = Blend.InvSourceAlpha; Device.RenderState.AlphaBlendEnable = true; I hope this helps. its Ok. Thanks Pieter.... ...Show All

  • Ed de los Reyes Getting codeplex to work with C# Express

    Hello, So, I have VS 2005 with the Team Project used with codeplex.com However VS2005 can not load Windows Game Application So Anyone got an idea on how to use codeplex with XNA and C# Express Regards, Chryso Thank you for the answer, I ll start trying. Regards, Chryso I'm using this project http://www.codeplex.com/Turtle which is propably dead, but for me Turle is working with XNA. You can also use command line tools (I try, but there is not too many information how to do this). The quick answer is, you can't. I have seen some posts about people posting up their XNA code through the non-express VS2005 but it looked like too much of a hassle so I didn't pursue ...Show All

  • SolidSnake How do you set structure parameters in effects?

    I'm trying to get SAS set up, and there is a struct: struct SasDirectionalLight { float3 Color; float3 Direction; }; ..which I can't set from a EffectParameter. It tells me the ParameterClass is 'Struct', the ParameterType is 'Void' (this says it's a "void pointer" in the help), and StructureMemberCount is 2, which is right. But there doesn't seem to be a way to set the structs values. Has anyone else been able to do this, or is it missing functionality in the effect parameter class EffectParameter has a Parameters collection that allows nesting of parameters, such as the case of a struct. Try retrieving the struct member name from the struct EffectParameter. Um.. not in my ve ...Show All

  • angi.w Displaying textured 3D objects

    Hi there, I've been working my way through the tutorials at http://xna101.spaces.live.com/ , and I am stuck on lesson 16, the first 3D tutorial. The download of die.x didn't work, so I whipped up my own little 3D cube in Blender and applied a simple 64x64 pixel texture to it and saved it in DirectX format as cube.x. I was able to add it to my Project fine, but when I try to compile the program, it has all sorts of trouble understanding any texture I put on the thing. It will say the texture file is not found in the debug/bin directory; or it will give me other error messages about the structure of the texture file. I tried saving the cube as cube.3ds and cube.x3d and whatnot, and none of that worked. (Indeed, the Project didn't even rec ...Show All

  • TA123 Questionable Design?

    Granted, I'm only a hobbiest, but it seems that many of the samples in this beta just have some very poor design regarding encapsulation. Is it no longer one of the pillars of good OO that an objects data is private and exposed through accessors I'm not sure with "many of the samples", but I _definitely_ concur with this sentiment when it comes to the Spacewar example. Spacewar doesn't even seem like much of a "port." When opening up the Spacewar example, you will notice that there are ZERO GameComponents in the entire application. Now, a game that is being true to "the XNA way", I'd imagine, would certainly have more than _zero_ GameComponents. It's unfortunate since I'd ...Show All

  • usmayo3rd Render Target oddity

    I'm rendering two two textures of the same size (my X and Y R32F's). Doing the following code results in the same texture being placed in two different Texture2D objects: this .GraphicsDevice.SetRenderTarget(0, rt); //Begin & end Effect this .GraphicsDevice.ResolveRenderTarget(0); Results[0] = rt.GetTexture(); //Begin & end 2nd Effect this .GraphicsDevice.ResolveRenderTarget(0); Results[1] = rt.GetTexture(); <- at this point, Results[0] & Results[1] point to the same resourceID Is this expected behaviour It really threw me, as GetTexture() "gets a copy of the texture associated with this render target." I've worked around it easily enough by creating two render targets. But I thought it odd ...Show All

  • Dark Pontiac UK Launch Party Video

    Check it out here . ...Show All

  • cougar91 MultiSampling

    PresentParameters presentParams = new PresentParameters(); presentParams.Windowed = true; device = new Microsoft.DirectX.Direct3D.Device                      (0,                     Microsoft.DirectX.Direct3D.DeviceType.Hardware, this,                     CreateFlags.SoftwareVertexProcessing, presentParams); this is how I create device.... How to enable Multi sampling With this line : presentParams.MultiSample = MultiSampleType.TwoSamples; constructor of device is throwing InvalidCallException........ HELP ...Show All

  • ScooterBrown 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

616263646566676869707172737475767778

©2008 Software Development Network

powered by phorum