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Software Development Network >> Game Technologies

Game Technologies

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Deciding where to land the main window when it's constructed
Problem rendering with vertex buffer
How to compile to run on all Windows Machines
DirectX8 and Vista Compatibility
Loading a Texture2D in a specific format
Geometry Shader Performance
2d Platforms
Audio content
KW exporter for 3dsMAX
PC deployment problem (may be off topic)

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Alexey Vishnyakov
Amir_S
Insignia
ROSE3000
programmingisfun
SAD1
k_erjan
Masoud Farahani
David Richards
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Blueprint
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Answer Questions

  • Sam Gentile MVP - Solutions Arch XNA DrawIndexedPrimitives Confusion

    Ive been porting an *OLD* piece of C++ DX code to XNA for kicks, with frustrating results: First - the code........ public override void Draw() { service.GraphicsDevice.RenderState.CullMode = CullMode.CullClockwiseFace; service.GraphicsDevice.Indices = indexBuffer; service.GraphicsDevice.Vertices[0].SetSource(vertexBuffer, 0, BSPVertices.Size()); service.GraphicsDevice.VertexDeclaration = new VertexDeclaration(service.GraphicsDevice, BSPVertices.VertexElements); int oldTexture = -1; int indexCount = 0; int MinVertex = int.MaxValue; for (int i = 0; i < num_faces; i++) { //if (scheduledFaces[ i ])//Ignore until rendering everything works { BSP ...Show All

  • nub340 I could use a clearer explanation of 360 garbage collection and performance monitor

    I bet others could, too. Are the numbers and timings in this article still accurate http://blogs.msdn.com/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-xna-part-2-gc-and-tools.aspx If I understand it, if my game has 100,000 live objects (a live object is any call to new a class that still has a pointer to it, right ), then I can expect a 15 msec hitch every time the GC is run, which if I'm trying to run at 60 will cause a visible stutter. According to the performance monitor, I'm currently facing a 23 msec GC. My game actually seems to be running surprisingly well if that's the case - are the garbage collections done on a different core Is there a number in the performance monitor that tells me how many live object ...Show All

  • Deallen texture wrapping in XNA

    Hi We're doing a school project, creating a 3d shooter game in XNA, and we had a lot of stuff working great in Beta1, but then comes Beta2 and woe for a change. First of all, the tilable texture we're using for the landscape suddenly isn't wrapping correctly, but turns into a bunch of lines going out from the texture in each direction, while anything not parallel with the texture is simply some blurry base colour of the texture. I've searched a lot for some wrapping method in XNA, but the closest is something with wrap0 which really isn't described how works, and I haven't made it work yet. Could someone please tell me how to make the texture repeat itself again try this ;) SamplerStates[0].AddressU = TextureAddress ...Show All

  • toky64 Scaling a mesh or primitives object

    Hello, I have a cylinder (standard Primitives) made in 3dmax exported as a *.fbx file. My question is that I would like to scale or resize the height or radius of the *.fbx (mesh) in realtime later. Sometimes i would only want to adjust the radius and sometimes only the height. For every update a variable that is holding the value for the height would be read and feed into the height of the mesh. Is there any simple ways of doing this Regards BJ Thank's a bunch for all the help guys! Fast to :) Now i got something to try out! Sure. Just take a matrix that scales your mesh when applying the transformations to it just before drawing. Assuming your ...Show All

  • snowmt Very Very Simple but couldnt find out

    Whats wrong with the following code I have developed even a mini cad with some basic shapes....with directx ....but when i started a new project and started coding I dont see any vertices or lines or triangles.....the sample uses triangle list, but itried with lines and points also........no use.....just a black screen comes up.....is it any problem with the camera .... plz guys tell me....... Imports Microsoft.DirectX Imports Microsoft.DirectX.Direct3D Public Class Form1 Dim d3ddevice As Device Dim vb As VertexBuffer Dim verttype As New CustomVertex.PositionColored Dim camera, camtarget, cameraup As New Vector3 Private Sub Form1_FormClosing(ByVal sender As Object, ByVal e As System.Windows.Forms.FormClosingEventArgs) Handles Me ...Show All

  • msdate Gamekit developming

    I have an idea - to make freeware game developming kit using XNA Game Studio Express , which will include all required instruments for normal game-developing like Level/word editing instruments, simple scripting language and physics included. All that included in 1 progamm using which game-developer would make his game. I have a question - can I find here enthusiasts which can do this kind of job I'm not a programmer - I'm gamedesigner that worked on a few shareware games. Main reason of why I'm asking such help, it's because I've tried to find such kind of soft for making mini-projects or game prototypes which can help not pro gamedesigners to start making their ideas come true and achieve practice on game-developming. That's why I ...Show All

  • absolutx13 Render scene into cubemap

    Trying to make subject working. The problem is in the fact that cubemap axis are left-handed, but my camera is right handed, so my NegativeX and PositiveX are both reflected - picture is broken. Should I use left-handed camera when rendering scene into cubemap If answer is "yes", plz post some snippet about making left-handed view matrix in XNA. Really need your help. Derek: that's not true. The reason is that texturing in the cube map is done across specific, defined edges to "neighboring" faces. If you use a pre-created cube map, the worst that can happen is that you reflect a mirrored and/or rotated image of the expected environment. However, with render-to-cube-map, you must make ...Show All

  • Shodin Again - C++ DirectX Error

    Hi, i moved back to the C++ due to .Net memory management( slow down my app), anyway.... i recompiled the DirectX's C++ examples (October 2006 SDK) and when i run the examples a error ocurs, in the tutorials(No DXUtils) the error location is more evident: *this error code is from the Vertices tutorial. The Error: Unhandled exception at 0x6604a92f in Vertices.exe: 0xC0000005: Access violation reading location 0x00f2b000. The Location: LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { switch( msg ) { case WM_DESTROY: Cleanup(); PostQuitMessage( 0 ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam ); The error appears at the end of this function . (green arrow in debugger....) -> ...Show All

  • Alexander Petukhov invalad install package ?? any idea's ?

    When i tried to install im getting a message saying its not a valid install package. I noticed that the xna beta file is in a .msi format. I am not fimilar with this file type. Due i need a special app to install this file type is it .exe for you all any help would be greatlly aprieciated. msi is short for microsoft installer, it's windows native so you shouldnt have an issue installing it. corrupt download This is almost always a sign of a corrupt download. I would give it another try. i am currentlly redownloading it. thnx for the help folks:) ...Show All

  • Pablo De Paulis How to use fx software?

    hi all, I tried to usefx composer and render monkey create new fx file. But i not understand to create new effect file and how to add fx code in c# framework Please somebody help me. Best regards, Brian Tsim I suggest you taking a look at how it's done at www.mdxinfo.com Basically what you want is a .fx file with some kind of processing happening inside of it. What you could then do is load them using the DirectX API such as Effect.FromFile() method. This will return an effect that you can use to render your scene/objects with. There is obviously a bit more involved but mdxinfo's tutorials should give you a good understanding on how to accomplish this. I hope this helps. Take care. ...Show All

  • reedcbr Question: 2D development for both widescreen and standard on 360

    If you want a 2D game to run on 360 for both widescreen and standard TV sets, would the easiest solution be to 'center' your game to fit a standard TV and have verticle bars on either side for people using widescreen What resolution should you develop your game in so it doesn't end up being stretched when running on a 360 Thank You. hmm I actually had my magfilter and minfilter set to None, changing it to Linear makes it look much better but when the window is small it does tend to blur the text a bit since its only really small text based on 12pt font   Because HDTV supports 480i, 480p, 720p, and/or 1080i, you will mostly want to support a resolution of 640x480 (that's 480i), 1280x720 ( ...Show All

  • Vinodonly Game Component Serialization

    Hi I have been working on a Level Editor and have run into some problems with serializing my scene graph. Sticking with the game component idea for the moment, all the objects in my scenegraph are currently DrawableGameComponents. Using the nifty XmlSerializer class I can easily store my scene graph with all its children and load it at a later time. However, this requires every class being serialized to have an parameterless contructor and all GameComponents requires the Game as a parameter. The Game Property of GameComponent is unfortunately a readonly property and cannot be set after serialization. This causes problems since my game objects relies on services provided by the game. Any ideas will be appreciated. Thanks Johan ...Show All

  • chandu_sanka How can I start the XBox360 development progress?

    Hi, In the company, I'm working for a great xb360 game now. Also I want to develop my own smart games for xb360. There are so many xb360 kits and other xb360-related hardware resources in my company but I can't use them for my business. So the question is: How can I get/buy the XBox 360 kit machine Thank you, ZMan. It's very clean answer that let me get the point. But I like C++ & Direct3D much more than C# + XNA Express. I hope MS will change this limit over time, will it :) You, as an individual cannot. You pretty much need a signed publishing deal and lots of $$$ to get those. You also have to go through the certification process etc. You can try through the xbox live arcade program - at GDC this year they su ...Show All

  • NoNameHere Create texture from resource

    I got a problem in understanding about create texture from resource, from what i understand, after we create the texture, it will be copied to the memory right, then automatically it will be 'pasted' to the back buffer. Then we can use it just like the create texture from file. Ok, here's the thing, just tell me that my understanding is wrong. Because i cant seems to make it works. I'm trying to create a texture from resource, and i need to make it displayed just like the normal texture. It is because i need to test whether the driver is displaying the right texture or there is some texture corruption happen. Can somebody please help me in this. Could someone show me the right way to use D3DXCreateTextureFromResourse(), and teach me how to ...Show All

  • brajeshkumar69 Blender .X files and XNA compatibility

    Are the .X files blender exports compatible with Xna GSE. At the moment I get 2 errors one shows: Error 1 Could not read the X file. The file is corrupt or invalid. Error code: E_FAIL. whenever i have subdivisions on my model. The other states: Error 1 Could not read the X file. The file is corrupt or invalid. Error code: D3DXFERR_PARSEERROR if I have any other shape in my scene other than the standard cube which automatically starts in blender. I am running blender 2.42a Do I still need to add the Directx 8 exporter to the scripts or can I leave that out. I only have one file named DirectX8Exporter. Is 2.42a the latest or is this an older version I'm guessing you had an older version to mine since I only have ...Show All

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