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Software Development Network >> Game Technologies

Game Technologies

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About 3D moudle
Render to texture and Volume Textures
volume texture mipmap
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Displaying textured 3D objects
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  • tony noriega Kart Racer 07 Game

    This Post Has Been Edited.  I have created several posts regarding my games many problems so i have deleted the contents of this post to avoid confusion. any help would greatly be appreciated and comments as well as suggestions would be nice. Find the links on the below post for my game. Thanks to all Peter Chantler. You can right click modelRotation and hit "Find all references". Then you can see everywhere that modelRotation is being changed. However, the code you posted isn't very useful to us when we're trying to help. You seem to have run into many problems doing this program; I've seen multiple threads about the same go kart/track problem. Perhaps you should start with some basic tutorial ...Show All

  • VishalR Quadtree Terrain Component

    I have released 0.1.2 version of the source code for the Quadtree DrawableGameComponent. In this release, I have replaced the JoshGameXNA example with a new project TestQuadtree1. It is more cleaner and more straightforward in the way it shows how to use the Quadtree component. It is included in the QuadtreeComponentLib solution as the startup project. get the source code at http://www.codeplex.com/quadtreeload Thanks for providing such a great resource. Learning more about Quadtrees has been on my list of things to get done for quite a while so I'm glad that I have a resource like this to review. Also, remember when posting announcements like this to make them comments instead of questions so that the forum admins jo ...Show All

  • Mike Riley The program compiles, but refuses to run

    So, every time I run it, it shows the error screen with the option to send them the message. If I check the contents, the things (The little P1 and P2s) are mostly gibberish, but one is microsoft.xna.framework.game. What's wrong Any help will be greatly appreciated.(Note: I'm doing the default windows game project, with no editing done on it.) You get this when you run it in Debug from the IDE What video card and OS do you have I'm assuming your using C# Express as well. The more info you provide the easier it is for us to help you. From your example are you running it on your development machine (ie the one you compiled it on) or is it another machine, note that if it is on another machine ...Show All

  • albiemanmike Windows Logo testing

    Torwards the end of the install under XP, I get an error stating 'The software you are installing has not passed Windows Logo testing to verify its compatibility with Windows XP. This software will not be installed.'' Whats up with that Could you get me the log from the installation You can turn on logging by running the install with the following: msiexec /i xnagse_setup.msi /l*v install.log Thanks --Scott Yes I am installing GSE 1.0 and am running XP SP2. Well I am thinking that is not a good idea because it is 234 pages long. Okay I got it to finally work. I had to restart ...Show All

  • Michal Konecny Rendering To Textures in Beta2

    I used Texture2D's heavily with the usage RenderTarget, however in Beta 2 its like a whole new API. I understand that Surface no longer exists and RenderTarget/2D should be used. The problem is, the whole mentality is backwards compared to what im used to. From what I see I should create a RenderTarget2D and set that as a render target, then do rendertarget.GetTexture() if I want to set it. Thats fine. However, how do I copy between render targets There is no StretchRect or equivelent function I can see, which I used alot before. Surely I dont have to go about getting a texture, setting it, creating a 'copy' effect, setting a new render target, resolving the new render target just to copy from one to another Is there no alte ...Show All

  • HanSoloIsSoCute Post-Processing glow shader

    I'm trying to get the Glow shader technique discussed in a Gamasutra article (http://www.gamasutra.com/features/20040526/james_pfv.htm) implemented in my XNA project but am struggling with certain aspects of it. The blur of the scene takes place in two separate passes, one for each axis. So when you do the horizontal blur pass, you pass it your scene which you've rendered to a RenderTarget2D. Then for the vertical blur pass which follows, you have to pass it the resulting texture from the previous pass. This is where I don't really understand anymore... what is the proper way to set this up so that you can extract the results of the first pass and give it to the second pass when you already have an Effect activated ...Show All

  • i-developer Differences in 3D model loading routines?

    If you call up "XNA Game Studio Documentation" and go to these links: ms-help://MS.VSExpressCC.v80/MS.VSIPCC.v80/MS.XNAFX.1033/XNA/UsingXNA_HowTo_RenderModel.htm ms-help://MS.VSExpressCC.v80/MS.VSIPCC.v80/MS.XNAFX.1033/XNA/Math_HowTo_FirstPersonCamera.htm These example programs have different 3D model loading routines. One routine is called by passing the name of the 3D mesh as a parameter and the other routine is called by passing the name of the texture as a parameter. Is the routine that is called by passing the name of the mesh as a parameter better for 3D meshes with two or more texture files When you .Load<Model>("blah"), you are telling the pipeline to lo ...Show All

  • astrocrep Mesh Alpha chennal problem?

    Hi All, I tried to draw few meshs in game. But i has some textures problem. The problem is a meshs collistion another mesh, textures alpha chennal has some problem. Below is capture screen. Who can tell me why How to fix this problem http://hk.geocities.com/brian_tsim/error.PNG Best regards, What I can guess from that picture is that the alpha channel of your textures have a gradient (from white to black) in the border of the areas to render. Is that correct As I told you, when you do the Alpha Test, a binary comparison is done between the alpha value of each pixel and a reference value, in order to decide if the pixel will be rendered or not. You can configure both the comparison function and that reference val ...Show All

  • Whoisit How to Disable Smoothing when scaling texture2d ?

    Hi, To start with xna, i've decided to make a simple chip8 emulator. The original window size is 64x32, so once the codes are interpreted and the screen is drawn in my chip8 class i call SetData() to draw everything on a single texture2d. The problem is that when i use the Scaling parameter all the pixels are smoothed... In another program this could be helpfull, but in this case it gives really ugly ... So hwo can i disable smoothing pixels when scaling a texture2d or, is there another way to render my screen (it's an int array of size 64*32) Thank you . Super. Thank you so much! haowan wrote: Hi all, Is this supposed to still be working I'm trying to disable filtering for sca ...Show All

  • fedrok Rendering To Textures in Beta2

    I used Texture2D's heavily with the usage RenderTarget, however in Beta 2 its like a whole new API. I understand that Surface no longer exists and RenderTarget/2D should be used. The problem is, the whole mentality is backwards compared to what im used to. From what I see I should create a RenderTarget2D and set that as a render target, then do rendertarget.GetTexture() if I want to set it. Thats fine. However, how do I copy between render targets There is no StretchRect or equivelent function I can see, which I used alot before. Surely I dont have to go about getting a texture, setting it, creating a 'copy' effect, setting a new render target, resolving the new render target just to copy from one to another Is there no alte ...Show All

  • Seas Comander DrawIndexedPrimitives Problem

    Hi.. I try to use vertexbuffer und indexbuffer to create a terrain. I use just the same Code in this link (please look at the bottom of the page): http://www.riemers.net/Tutorials/DirectX/Csharp/tut7.php Then I try to change the width and the height of the terrain (instead 4x3 I make for example 40x30). When I start my application, then my computer freeze. Can you please check the code and samy me what do I make false Thanks.. That’s exactly what I have done but my card is somewhat newer than yours. Have you try the reference device If it work this way it seams to be a driver problem. Maybe you should update to a newer if it is possible. Hi Ralf. Yes I changed the h ...Show All

  • guaro DirectX10 and Direct Sound10

    The rumors circling the internet are everywhere, Windows vista is supposed to support directx 10 only which begs the question, what of direct sound As a beginning game audio programmer, I beg the question, How much diffrent is directSound 10 from directSound9 I have heard that none of the ds9 programs will be able to be used by 10, thus rendering it completely unbackwards compatable. However through my deep search into the internet, i have found no hide nor hair of direct sound 10. Whats diffrent and how will i be able to port from 9 to 10 without rebuilding P.S should this post be placed in the wrong area, please move it. There is no DirectSound10, there is DirectSound8 which hasn't changed signif ...Show All

  • sheidee21 Pong using XNA

    I've noticed a few XNA Pong varients already populating the Internet since XNA's release on Wednesday. This version, called MDS Pong, will attempt to simulate the original game as much as possible (by original, I'm referring to the small black box that pre-dates Atari. Yes, there was something before Atari). You can check it out here: MDS Pong Beta Some of the game logic includes changing the ball angle depending on where it collides with the paddle, and changing the ball's speed based on how fast your paddle is moving upon impact with the ball (like the original game). The plan is to complete the project and release the documented source code so everyone here can see some features of Game Studio Express in action. To the person ...Show All

  • Igor24 Problems with: Detecting if a user clicked on a 3D object

    I'm rather new at working in 3d at this level but not exactly new to C# and definitely not new to 3D models... but I usually work with a tool such as Blender, 3DS or Maya. I have my simple mesh object and it displays just fine. When I use the sample code as a guide, I find that I need to make my own Bounding Box... and I understand the process in theory but applying it to the code is giving me fits. **************** Issue1: Using a Bounding Box with the dimentions of triangleBB in the sample causes this: Nullable < float > result = pickRay . Intersects(triangleBB); // Returns NaN regardless of where clicked. That's my shorthand... pasted code with what it results in after the comment.... Question... so why ...Show All

  • BRV Mixing use of DirectX SDK and XNA

    I know that I can't use Microsoft.Xna.Framework.Graphics.GraphicsDevice for Microsoft.DirectX.Direct3D.Device for example in this crazy code: mesh = Mesh.FromFile(meshName, MeshFlags.Managed, (Microsoft.DirectX.Direct3D.Device) graphics.GraphicsDevice, out materials); There is other ways that I don't know or this SDK mixing is unpossible Thank you very much for your help. Toni Ok, thank you for answer. I hope next XNA version (Beta 2 ) comming soon with mesh and animation controller support. Toni Mixing the two is not really possible, sorry! ...Show All

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