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Software Development Network >> Game Technologies

Game Technologies

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can i use visual studio .net professional?
XNA Basics
Get cue list by AudioCategory
create a terraim from scattert points
Device Creation Problem
Play Background Music Problem?
Problems with GraphicsDevice.ResolveRenderTarget
A Simple 2D Map Editor
DirectX windowed mode. Other applications become sluggish?
Cheapest way to create 3d model

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  • Rudolf_E 2 Questions for Beta 2: Flipping and Initializing

    Hello! So, yesterday I've finally compiled my game under new Beta :) And an hour ago I've even launched it. Now I got 2 questions: 1. Help says: "The Initialize method is where you can initialize any assets that do not require a GraphicsDevice to be initialized." Well, when I work with my program GraphicsDevice seems to be well initialized in Initialize (more exactly after calling of base method). Is it just a side effect and I should not rely on it or it is an error in documentation 2. I use SpriteEffects to flip my batches. When I first run my game under Beta 2 all sprites are not flipped. I've look through documentation but got no clue - XNA seems to be ignoring SpriteEffects. What's wrong Thanks! Stas ...Show All

  • Snake_122 Single letter prefix before a variable

    I was wondering if anyone can point me towards some information on having a single letter prefix before AND after a variable name. Is that a standard practice I have come across this in a number of different programs, yet still a bit unclear why they are used. Any info would be appreciated. Some examples of what I have seen: aFireball.Value.Source mWizard = new Sprite.... rotation_angle += .03M; The letters before a variable name are usually to indicate scope and data type. If you see something like: rotation_angle += .03f; the "f" indicates a float data type value (I'm not sure what "M" is in your example). The MSDN site has a page on naming conventions in .NET. This is ...Show All

  • RayneWolf Windowed App - How to blit bitmaps?!

    Hello, I simply want to blit some random pixels (evetually bitmap images) to a WINDOWED app (using DirectX 9 NOT DirectDraw 7 or otherwise).  I have tried the following approach in my Render function but it fails when calling LockRect()..   This approach works in FULLSCREEN mode though - why   What am I not doing correctly / overlooked Thank you.   void Render() { ... g_pd3dDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, m_pBackSurf); m_pBackSurf->LockRect( &LockedRect, &rect, NULL );    // **** THIS FAILS IN WINDOWED MODE *** // Get a pointer to the back buffer DWORD* pData = (DWORD*)LockedRect.pBits; // Convert the pitch to work with 32 bit (4 byte) surfaces ...Show All

  • mrotoloni XNA Breakout

    Hello, I have about a year of experence with C# and I have tried a simple game using XNA, I made breakout with some crappy homemade graphics Would anyone mind to look at my code and tell me what I could do better with Note: The game is not completely done yet but for the most part, it works. Code is at http://joshmackey.net/programming/XNA/XNA%20Breakout/ The ZMan wrote: The mouse is how most users switch between windows. By restricting the mouse to your window you prevent this and your app would not be being very windows friendly. I didn't want to say this, but I'm glad someone did. Haven't looked through all of the code yet, but I liked your idea of StateManager. It's very, very ...Show All

  • mobigital Blitting?

    I've checked through the XNA Documentation, but there doesn't seem to be any way to 'blit'. For those of you unfirmiliar with 'blit': Blit is a way to draw something. For example, say you create a "Texture2D" variable, set the size etc... But the texture is blank. The normal way to create a texture to this is to load up a bitmap image with it through the ContentManager, right But what if you want to use a whole sprite-sheet with many images Back to the blank, say, 65 x 65 bitmap image, you obviusly don't want this 2D image of the player to be a whole 1024x768 sprite-sheet. So this is where I used blitting in other programs, it basically asks for the x, y co-ordinates, and the length of the bitmap and takes a picture from that x,y and 'c ...Show All

  • pavc Torque X and C#

    I was messing with Torque Game Builder and it seemed pretty cool, altough maybe a little TOO controled So here is my question, is it possible to take code from Torque X and edit it with C# I once again sorta answered my own question After DLing the Game Studio Demo, I learned that Torque actually has its own scripting language, that does pretty much all the hacky and cool code anyway, the only thing you cant modify is the rendering and phyiscs protocol, luckily, thats all done effeciently by the Torque Engine itself I MADE THE FISH SWIM AROUND, YEAH!! Torque is a really nice IDE, except I wish it had a better way of integrating scripting into the IDE rather than dropping out into text editor. If they did something like Visual Studio ...Show All

  • Matt Bell XNADominos - Initial release

    Just thought I'd post my first release of XNADominos. Its a port of a DX app I wrote a while back mainly as a learning experience. Next release will include source and an editor. Anyway, binaries and screenshots can be found here: http://andyq.no-ip.com/blog/ cat=4 Andy I've just updated XNADominos and now includes full source code. Major changes include: Changed from BasicEffect to shaders (first attempt using shaders so no idea if I’ve used them correctly BUT it works ) Flyby Manager window overhaul - now hopefully more resilient and working. Flyby manager not shown on startup (new menu options) Can load & save flybys (and simple flyby included) Can toggle display of flyby points Stand ...Show All

  • Redmanmc Programming Exercises

    Anyone care to share a list of some games a beginner might use to progressively up their skills And I already expect to see 300 responses with pong, tetris and breakout so dont even bother with those titles. If you can remake any of these I would be happy, there are more but these ones immediately spring to mind as my favourites :) Cybernoid 1 & 2 Last Ninja 1 & 2 Armalyte Delta Elite Tell me what sort of 2D game you would like to do and I can come up with some games that I think may be suitable, from the list above the easiest one to program is probably Delta. My favourite was probably last ninja 2, that was such a fantastic game back then! I remember the box came complete with map of the city, ...Show All

  • Nilesh Patel Sprite Collision Detection

    I have a 2D game which I wrote some simple collision detection for, which works like the bounding box example. It detects collisions very well, the problem I am having is moving the objects back so that they are not overlapping. They move 10 pixels a move, so when they collide, they overlap. I want to be able to detect a collision, and move the object that caused the collision back to the point just before they intercept, i.e. not the last position, but somewhere inbetween the last move and this one where the two do not intersect. I hope that makes sense. S Hughes (Clarity Consulting www.claritycon.com) Once you detect your initial collision, you may want to shift from bounding box to pixel based dete ...Show All

  • Merrik ... VB.net 3D Level editor for XNA .. Tridex .... Beta 1

    Hi, I have good news for VB.NET developers any ways, I have used XNA 1.0 extensively and have converted a 3D lever editor tool I am calling Leveler 3D to XNA , here is the demo of the old direct x version: http://www.tridexconsultants.co.uk/pages/DirectxLevler3D.htm Details: 1. Drag drop Xna files (Textures and Meshes) 2 Extensive Maths classes, trigonometry, Vector, Matrix, Planes, Spheres, Bounding etc. (Many More) 3. Extensive animation tools 4. Fast load save levels (XNA is brilliant at compressing X files!!!! 5 Fully Serialized scenes 6.Mouse click selection of games objects 7. Animation (Curves, Circle, Path, Waypoints, Interpolators etc... 8. Lighting (Curr ...Show All

  • SaintJimmy Contour offset of a polygon

    Dear All, I am using DirectX to write application and I cannot figure out how to do this: I have a polygon and I want to create inward contours offset of that polygon by giving number of contours that I want and the distance from one contour to another as well. I would highly appreciate if anyone can advise me the algorithm of doing this Regards, LG Cel shading technics are using a "sort of "coutour extraction algorithm. So if you manage to understand how it works, maybe you coud do your effect. Also, stencil shadows uses a real time contour extraction (from the point of view) to be rendered. This extraction can be done either on the cpu or using shader. So maybe this could b ...Show All

  • Cam Evenson MIDI Playback from Resource

    I am developing an app in C# .NET 1.1 which allows the user to embed audio resources of their own choice, and I need to be able to play back these audio resources from a stream rather than directly from a file. For the most part, everything works fine because DirectSound can accept streams. However, DirectSound, as far as I can tell, just doesn't play MIDI files, which is one of the main types expected to be embedded. Since DirectMusic has since disappeared for Managed DirectX, is there any way without writing the stream out to a temporary file that I can do this ...Show All

  • Prasenna XBox 360 Wireless Controller on a PC

    I've downloaded the drivers for the XBox 360 controller from the MS hardware website, yet when I connect my wireless controller via the USB cable, the "Found New Hardware" wizard fails to recognize it (and continues to prompt for the drivers). What am I missing here Thanks, -dn The wireless controller charge cable is only that - a charge cable. The controller continues to communicate wirelessly with your console even when plugged in. What you want is the Wireless Gaming Receiver for Windows , available later this year... DarthFahza wrote: I got mine today :) (in stock at Future Shop) Coool. USPS is still transporting mine from Amaz ...Show All

  • Leo Mathew GameComponents controlling GameComponents

    Most XNA game examples I have seen so far load all the game components right away at the beginning of the game no matter what. I looking to setup a GameComponent (GameWorld) which the user will control to load which will subsequently load several other game entities which are inherited from the DrawableGameComponent as well, but they all controlled by the GameWorld as far as enabled/visible. This appears to work fine so far, I'm just curious though if there is anything wrong with this finite number of game entities all having there own SpriteBatch property because of this. Performance issue when GraphicsDevice is recreated Or even if this is a workable practice In other examples, I've seen certain drawable game entities custom created wh ...Show All

  • Eric Robert Problem creating depth textures

    Every time I try to create a depth texture an external component exception is thrown. I have tried creating it first (in case it was a memory issue) and with every set of parameters i could come up with. I am having no problems creating render targets or with creating a depth surface. The code: //creating the surface works, the texture does not //Surface surf = graphics.GraphicsDevice.CreateDepthStencilSurface(graphics.BackBufferWidth, graphics.BackBufferHeight, DepthFormat.Depth24, MultiSampleType.None, 0, true); m_depthMap = new Texture2D(graphics.GraphicsDevice, graphics.BackBufferWidth, graphics.BackBufferHeight, 1, ResourceUsage.DepthStencil, SurfaceFormat.Depth24, ResourcePool.Default); m_positionMap = new Texture2D(graphi ...Show All

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