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Software Development Network >> Game Technologies

Game Technologies

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Files and endianness
Sun to affect a terrain? How?
installing SDK
Skeletal Bone Animation And Skinning With Collada Demo
Problem creating a render target.
Release of XNA Game Studio Express
SampleFramework in FullScreen
Making XNA sing in 2D
Games within a IE brower
Can't use Microsoft Points to subscribe to XNA Creators Club?

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Answer Questions

  • Shuggi_e Deployment / strange Network Problem

    Hello I have a problem with deployment of a xbox 360 game. Okay the problem seems to be the network connection, i get the message that the host (my xbox 360) cannot be reached. I tried a PING to the IP Address of my XBox 360 and it fails. So i checked the Subnet, the IP Address, everything looks fine. And than i figured out something really strange: I started "PING -t 192.168.0.2" (the IP of my XBox) and i got timeouts as before. Than i started the network diagnostic tool on the XBox - still PING timouts. From the moment on where the network diagnostics reached the ICMP test, the PING succeeded and i receive an answer. Unfortunatly when the network test is over, the PING fails again. Can someone help me Greetings, Ber ...Show All

  • pfh Normals

    I am try to rewrite my 2d game that was origianly in c++ and directx 9 to xna. I learned the basics of c# and mdx 2.0 while wrighting the map editor for it. In my original engine i wrote a lighting effect and wanted to recreate it in xna. I set up a quad and texture cordinates everything worked like it should. however i was using VertexPositionTexture for my vertices, when i switched them to VertexPositionNormalTexture and added the normal cordinates it now renders something very peculare , it renders something in the center that is mishaped and the texture cordinates are really messed up. I use using vertex and pixel shaders. nonIndexedCube = new VertexPositionNormalTexture[4]; compiledEffect = Effect.CompileEffectFromFile(&q ...Show All

  • agrimkid Do render targets have to be the same size as the back buffer?

    Hi, I have a render target set up as: screenBuffer = new Texture2D(graphics.GraphicsDevice, 1280, 720, 1, ResourceUsage.RenderTarget, SurfaceFormat.Color, ResourcePool.Default); When the back buffer is set to 1280,720 (the same size as the render target) the code below works and the screen displays a blue background as expected. //Set device to render target graphics.GraphicsDevice.SetRenderTarget(0, screenBuffer.GetSurfaceLevel(0)); graphics.GraphicsDevice.Clear(Color.Blue); //Set the render target to the back buffer graphics.GraphicsDevice.SetRenderTarget(0, graphics.GraphicsDevice.GetBackBuffer(0, 0)); graphics.GraphicsDevice.Clear(Color.Gray); //copy the (scaled) screen buff ...Show All

  • Dasa Coordinate system and matrix inconsitencies

    I still don't understand the intent of not using DirectX's left handed coordinate system. I thought it made sence at first, since OpenGL uses a right handed coordinate system.It would open up for easier porting of OpenGL code and interop integration with OpenGL libraries. Now I would prefer to have things the same way as DirectX so that I can easily use libraries and code from DirectX, but that's me. I can still say that all is good and a right handed system is just fine. But then I notice that matrices in XNA use row major representation, just like DirectX and not like OpenGL's column major matrices. Now it is only a matter of the order you multiply your matrices in and it really doesn't matter which one you use as long as you know whi ...Show All

  • John Zolezzi What is the use of Texture2DContent.Name?

    What is the main of Texture2DContent.Name I'm making my own ContentImporter and when i create a Texture2DContent i see a property Name... how can i use this property         public override Texture2DContent [] Import( string filename, ContentImporterContext context)         {             FileInfo f = new FileInfo (filename);             string assetName = f.Name.Remove(f.Name.Length - 4, 4);               DecodificadorJKI decodificador = new Decodifica ...Show All

  • goflorin Realtime debugging text?

    Hello. All I`d like to do is display crude text somewhere inside the game screen. Can I do this without having to load/use any type of font. The `Print` commands equivelant I suppose It`s just so I can see a variable changing during play. Please excuse this possibly mundane question but I`m fairly new to all this. -Daz. If you do "Console.Write()" or "Console.WriteLine()" it'll send the text you put in to the output window. While others above me are correct as well, here is how I do it: 1) Right click on the game project in the Solution Explorer and select Properties. 2) Change the Output type from Windows Application to Console ...Show All

  • RenegadeMind Blue Screen of Death or System Restart

    I have XNA installed on my home computer, and on my laptop, and it happens rather often (a few times a day) that when I try run the project, or click the Save All button, I get a system reboot or a BSOD. It happened once too when I tried to move a file to another folder, in the Solution Explorer. Since it happens on two different computers, I was wondering if someone else has had the same problem. Any known bug/solution Thank you! It's strange that it happens on both laptop and desktop, but not out of the realm of possibility. Maybe it's not the BSOD but the XNA default Cornflower blue (I think David Weller calls this the "Blue Screen of Happiness") running ...Show All

  • MoPatel How Do I Determine The Currently Visible Area?

      I'm building a 3D game and currently have everything working, but I'm in the process of optimizing my framerate.  The world in the game is many times larger than the screen/window.  How would I go about determining the world coordinates that are visible on the screen   Even though the objects outside of the viewport are clipped, the draw code still has to translate (and rotate) the meshes in the objects (many of which will be clipped).  It would be much more efficient if I could just not process meshes that will be outside of the screen.  Thanks!   Darkside, That was the solution, but I just verified that it was a few minutes ago (Had a chance t ...Show All

  • GMS0012 windows and xbox 360 / xbox live vision

    i have a question about the xna game studio. if i was to write a simple game like pong or tetris for the current build on windows xp, will that run straight on the 360 when the dev kit comes out also i heard early 2007. will that be january or so another question is will we have access to the xbox live vision library to make games with motion sensing thanks 1. Not necessarily. You'll have to use libraries that will be accessible to both Windows and the Xbox 360. (Use the XNA framework to accomplish this) 2. Not sure. I've only heard "Holiday 2006" 3. Vision: I'm guessing no. At least not yet, that is. 1. Little is currently public about how t ...Show All

  • moveit End users shouldn't have to rewrite XNA math functions in order to improve performance.

    The overhead of passing a 64 byte Matrix by value is significant. Most especially when you are comparing two matrices for equivalency (==), or performing a Vector*Matrix multiplication (Vector3.Transform(Matrix)). The following matrix comparison function performs 5-10 times better than your built in == comparison. If the matrices are equal, then it is about 5 times faster. If they are unequal then it fails fast, and is about 10 times faster. public static bool Equals(ref Matrix a, ref Matrix b) { // i check the diagonal first for quick fails return a.M11 == b.M11 && a.M22 == b.M22 && a.M33 == b.M33 && a.M44 == b.M44 && a.M12 == b.M12 && a.M13 == b.M13 && a.M1 ...Show All

  • sandeep437 Rocket Commander XNA

    In Rocket Commander XNA, I get a NoSuitableGraphicsDeviceException from the Run method. The message is "Unable to create the graphics device" My laptop has NVIDIA GeForce FX Go5200 and the other XNA programs work fine. Any suggestions I tried the pixel shader 2.0 test that comes with the documentation and it passed. I haven't found any updated drivers. The error occurs on the Run method so it isn't too helpful in identifying the problem. Rocket commander probably requires pixel shader 2.0, which the fx go 5200 does not have. Unfortunately, that means that you will not be able to run the game unless you get a new graphics card. Laptop GPUs are quite complicated ...Show All

  • daff2 .x file 3d environment cameras

    Hi guys, any help with this would be much appreciated, We have heard that it is not possible to export cameras or lights to an X file, as they only contain meshes. Is this true If it is, is it possible to export cameras and lights to a different format that can be used with directX, or do we have to insert all cameras and lights in C++ Thanks. ...Show All

  • rako77 XNA play dynamic WAV files at runtime?

    Is there a way to do this Seems to me that you have to construct the soundbank/wavebank by read them from a file. So, I would have to write the wav to a file before playing. Or did I miss some other functions/classes Thanks. alrighty, thanks for the info. You are right, XNA does not support dynamic, runtime created WAV playback currently. I am not sure if the workaround of writing to a (temporary) file will work (esp. on the 360; I always wanted to test it anyways), but you can use MDX or interop to DX on Windows to play (dynamic) sounds. ...Show All

  • dotnetgruven Finding Device's Parent Control

    Hi there, I am trying to figure out how to find the 'parent control' or 'render window' of a device. I have the device pointer, and would like to obtain the control that the device was allocated with. I imagine there has to me a member somewhere in the device class that stores this information, but I cant't seem to find it in any documentation. Thanks in advance Les Ok, then you can use the focus window instead, which is Device.DeviceCreationParameters.FocusWindow ... Thanks for the response, however the DeviceWindow member is null. The member never seems to be non-null, however everything is rendering to my device properly. MSDN says "For a windowed-mode application, if this property is ...Show All

  • Sarah71 Compiling DX10 example with C99 compatible compiler (Pelles C)

    Hi, I am trying to compile a DX10 program with a LCC based C99 compatible compiler. It works fine with DirectX 9, but with DirectX 10 I get an error message in the dxgi.h header in line 287 that says: "Missing Parameter type '__RPC__deref_out'" This error repeats then a couple of times, because it is quite often in the file. In d3d10.h I get an error message in line 865 saying: Syntax error: found 'ID3D10Device' - expecting ')' and missing parameter type __in later in line 879 I get a "Duplicate field name 'guid' in [incomplete] struct ID3D10DeviceChildVtbl' ... and there are others as well. If there is a way to fix this easily in my headers, I would appreciate your advice, - Wolfgang ...Show All

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