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Software Development Network >> Game Technologies

Game Technologies

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Dream Build Play Contest Question - Using languages other than C#
How in XNA Game Studio Express correctly to include a full-screen mode?
Future D3DX's not supporting SM1.x??
2D Code slow on 360 but fine on Pc
Solution to Finding Skin Weight Indexes
Asteroid Defense. -- That's an EXE!!!
winnt.h errors?
What is a texturecube and what is it used for?
Matrix.CreatePerspectiveFieldOfView Error ???
Dispose

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  • enric vives Analog buttons

    Are the Xbox 360 controller buttons analog I know the triggers are, but are A,B,X,Y,etc. If so, can we the XNA Framework be updated to support that Thanks, Brandon Left Trigger = Analog Right Trigger = Analog Left Thumbstick = Analog Right Thumbstick = Analog A,B,X,Y = Digital (those are plain old digital buttons, just look at the controller. If they were analog, microsoft would advertise the fact.) Top Left, Top Right = Digital (these are replacements for the old white/black digital buttons. Common sense dictates... why would they put expensive analog triggers right above the standard analog triggers We only have so many fingers...) D-Pad = Digital (D stands for digital after all.) Specific ...Show All

  • TaiChiMaster Starting work on my GUI system

    Well, I've hit a wall with my game's development, and since there was no GUI with XNA 1.0, I've decided to go ahead and make my own GUI system. I implemented a lot of mechanics for my game, but I need greater interaction to proceed development in a sane manner. So far I've just implemented the text drawing stuff from scratch. It uses only monospace fonts generated with BMFontGenerator without using the generated .xml file. It's decidedly minimal to use only monospace fonts, but keep in mind two things - 1) my particular game doesn't require anything more robust than monospace fonts and 2) a game's engine should be designed around the game's specifc requirements. Otherwise you're scope creepin. I remind myself constantly not to let cool ...Show All

  • iSerg Bug? Using multiple techniques in a single fx file??

    As far as I can tell the Effect class allow you to do things like: effect.Techniques["MyTechnique"]; And it seems to work (because the technique returned does indeed have a name that matchs the request). However in multiple technique situations the name matches, but the shading seems wrong... I always seem to get the shaders used in the first technique in the file regardless. I've not verified this reproduces it, but basically what I'm saying is in the following situation Techniques["White"].Passes[0] will render black. Anyone else seen something similar Or am I being stupid somewhere float4 BlackPS() : COLOR0 { return 0; } float4 WhitePS() : COLOR0 { return 1; } technique Black ...Show All

  • alsc [XNA] different textures on different polygons

    Hi all, I have just written a map loader for my project but i have a little problem. At the moment i have no textures, but i want to know how can i do to draw differents textures on differents polygons Using the classical method with a basicEffect i can just applicated one texture in my draw() method. Knowing i have one buffer of all vertex and one for all indices of my map that's a probleme :-/ Thanks (sorry for my english its not my mother tonge...) You need to issue a separate draw call for each different texture you want to use: SetTexture(firstTexture); DrawSomeStuff(); SetTexture(anotherTexture); DrawSomeOtherStuff(); You can still store all your geometry into a single ...Show All

  • I LIKE VB.NET Building for both XBOX & PC

    Hello, I am trying to setup a solution that allows me to build for both the PC and XBOX. So far in my research, it appears the best way is to have 2 projects in your solutions (PC project, and an XBOX project). This method is slightly annoying however, since when you add one file to the first project, you must 'add as link' the same file to the 2nd project. I was wondering if there was a better way to do this If not, I have developed a little tool that helps with this a little. It basically takes the project info from one project file, and puts it into the 2nd project file. I was wondering if it would b possible to launch this automatically, before the project is sent off to be built I tried to use a pre-build event, but that occur ...Show All

  • Bloom326984 XNA help section & Printing

    I have XNA installed and working correctly, but for some reason the help section is not too printer friendly. There are hanging problems when I get down to the end of the manual around the Class Library pages. Has anyone had similar problems like this. It just won't go any further in the printing at that stage. Also code blocks are chopped and mangled on many pages unless you are using Landscape paging. I see no need to list my printer hardware since it works fine on other documents. I understand this is not a pdf or an actual book reference but it would be nice to get a good printing, especially since I'm pushing 60 and my eyes are not real great. Thanx Tom Materene Personally, my initial ...Show All

  • bennett_chen Model Animation

    I was wondering if there is any example code for model animation floating around yet I'm basically looking to do a simple walking animation via an .x file. I scoured the XNA documentation and was surprised to not find anything on this topic yet. From what I understand, it appears that the .X processor only loads static models. Your basically on your own to create a custom processor to store the data into your own animation storage format. Are there any plans for providing builtin support for basic animations (With the builtin XNA model processors) in the RTM Maybe I'm clueless and this process is more straight forward then I'm thinking. Looks like leclerc9 just posted what I'm looking for in the XNA Framework forum : http://f ...Show All

  • nabeelfarid How to use View and Projection matrix?

    Hi. I'm trying to draw a vertex buffer (using PositionColored vertex) but I can't see anything. So, reading about it on the web, I've found that I need to set two matrix: Projection and View. I've donet it! Take a look: // Create the vertex buffer private void OnVertexBufferCreate(object sender, EventArgs e) { VertexBuffer buffer = (VertexBuffer)sender; CustomVertex.PositionColored[] verts = new CustomVertex.PositionColored[3]; verts[0] = new CustomVertex.PositionColored(0.0f, 1.0f, 1.0f, Color.Aqua.ToArgb()); verts[1] = new CustomVertex.PositionColored(-1.0f, -1.0f, 1.0f, Color.Black.ToArgb()); verts[2] = new CustomVertex.PositionColored(1.0f, -1.0f, 1.0f, Color.Purple.ToArgb()); buffer.SetD ...Show All

  • Michael_317 Content - XNA + SpriteBatch in a windows form

    Hey everyone, small problem here. I've managed to get XNA to run inside of a Panel in my windows form, but my problem is that I can't figure out how to load textures to sprites, since my form does not extend Game. And even when I make a game class, it still says that it can't find my image file, even though I am quite sure it is there. When I look at the debugging process further, I find that it is looking for a file called (imagename).xnb What is this file And why is it not being created like it should be Any help would be greatly appreciated. This is the line in trouble (pixel, obviously, is the name of my image): SpriteTexture = content.Load<Texture2D>("pixel"); Is there a reason you can't creat ...Show All

  • Me_Alpy From Uint to color.

    After I use GetData<uint> I have an array with uints, but, for example, I want to make a blur function, how can I read the uint to a color If you're using XNA Color c = new Color(); c.PackedValue = uintValue; Or you can simply use GetData<Color>(). If you're using MDX 2, hmm, it already expired. ...Show All

  • S.T.A.R.S. The values used in the attempt to create the GraphicsDevice were invalid.

    Is this because my graphic card does not support shader model 2 I didn't even know of this requirement till I saw it on the readme file. Time to change my geforce4 try line 109 in SpacewarGame.cs I tried that, but I continue to get the same error. I'm just trying to build the basic Windows Game (XNA) project (from File->New). The relevant (I think) code looks like this: private void InitializeComponent() { this .graphics = new Microsoft.Xna.Framework.Components. GraphicsComponent (); this .graphics.AllowMultiSampling = false ; this .GameComponents.Add( this .graphics); } There's no WindowsGame_Starting function in this example. Any sugg ...Show All

  • richmtl Outer-space skybox; polygon limits

    I'm trying to implement a starfield for my space-trading game, in which the camera and skybox always follows the player's ship. It looks fine -- but my galaxy is too big for it. I can't fit all my planets and solar systems inside the skybox without making it impossibly large. As is, the skybox clips far-off celestial objects until my ship gets close to them. Is there any alternative to a skybox Someone pointed me to Celestia, a planetarium-like program that has an impressive 3D rendition of the entire universe. Um, how did they do that :) A related question: is there any recommended poly limit for XNA Should I keep my ship models under 5K or 20K or 100K polys or any particular limit I'm pretty ...Show All

  • Afr0 Globtrotting and Creators Club and DreamBuildPlay

    I've been working on a windows version of an XNA game for a while now. I'm to the point where I want to get a creators club membership and move it to the 360. I've also been waiting for the details of the DreamBuildPlay contest, so I can plan the rest of the project. Also depending on the contest details I've been waiting to buy tickets to Japan and Australia. To my question: If I get a creators club membership and get my game going on the 360 here (US) then go to Japan for 1 month and bring my laptop/360 can I use my creators club over there Same with Australia Also are the ethernet connections the same in all 3 countries How about the power Today is the last day I can get cheap tickets to Japan, so I'm going to get them, but if the ...Show All

  • Tracey Macias Microsoft's future policy for redistributing Xbox 360 games?

    Before I commit serious time and effort to the XNA framework, I'm wondering if anyone knows Microsoft plans for allowing us to redistribute our games for Xbox360. I'm an academic. Let's say I want to make some educational/simulation games that my students can use on the Xbox 360. Will I be able to provide them with a CD or download link in XBox live As far as I can tell so far, the only games I can write are for myself. I could be wrong about this but from what I'm "assuming" the professional edition will be geared to established companies and not independent developers. I'm also going to assume that there will be a larger subscription fee and a more strict screening on what games will be published ...Show All

  • arkiboys Setting Global Matrices for Models

    I am in the process of transitioning from my existing OpenGL kit, and I am a little miffed about the way transformation matrices are specified in XNA. In every example I have seen, the world, view, and projection matrices must be assigned to each effect of each mesh of each model, each frame. For a scene with say, 100 models, this could easily result in tens or hundreds of thousands of completely redundant floating point assignments, as these matrices (esp the view and projection matrices) tend not to change during render. Apart from taxing the processor unnecessarily, this adds significant bulk to the code. It also makes impossible the notion of a camera class that is isolated from and independant of the models, since the models must be ...Show All

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