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Software Development Network >> Game Technologies

Game Technologies

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gamepad in windows
Resonable Expectations for XNA Game Studio Express?
Help on writing text on the screen?
hi, question about mouse cordinates in 3d world
Help please: GraphicsDevice in a form
Who is using XACT?
Installing C# Express Edition After VS2003/VS2005
How to debug issues on 360 Game?
Managed DirectX10 on XP64
Shader Newbie question - Jagged (sharp) edges

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  • Fusion1224 3D presentation

    Hi guys, I really want to waw my client and write a window display for a real estate shop using C# and managed DirectX 3D. It will be a presentation running accross 4 screens. I have a basic amount of experience working with meshes and textures, etc (I made a 3D space shooter around a year ago). But, I'm lacking ideas really of how to present pictures and info about apartments and houses... Could anybody possibly inspire me Thanks! Haha, well that was certinately interesteding to read, but perhaps not what I had in mind. Well, the origional request was a boring powerpoint style presentation, but as soon as I mentioned 3D they kinda pe ...Show All

  • msv6 Game Design

    I'm thinking of developing a game. Just a simple (by my standards) 2D sidescroller beat 'em-up type game (Streets of Rage/River City Ransom type) I have read plenty of game development tutorials, but I can never seem to find anything about certain topics. For example, how would I go about organizing functions and which class would I put them in I know it has to do with personal preference, but I haven't found any real information on where to even begin. Is there some sort of list of common classes used in games I would imagine you'd have an input class to handle keyboard/mouse input. Maybe some sort of person class, where enemies and the player are derived from Some.. weapon class, I don't know. I was thinking of ...Show All

  • Carsten Kanstrup Clueless on getting started

    I got all the programs downloaded that were listed on the Microsoft site. the problem I'm having is that I'm going over the 2d tutorial in xna and it says loading a bmp file. Which I know is an image file. What do I use to draw it Is there any image rendering in the way of actually making the image or is it all code I'm just getting stuck and could really use some help. Paint.NET is another good one. Yup, most game art is created in art-creation programs. If you want something more powerful than Paint, you could try the free open-source program GIMP. Personally, I use Adobe Photoshop and Adobe Illustrator, but there are lots of great choices. Sometimes things can ...Show All

  • Itzik Katzav Recommendations for terrainmesh collision and physics

    I've been enjoying myself with XNAGSE for a while now, and wanted to start actually developing something real. So I started to play around with shaders a little, looking into terrain collision algorithms, but they all use a heightmap or a bytemap for terrains. What if I modeled something with Maya, loaded it in using the DirectX model content pipeline and wanted to use that as a level I searched around the Net, but haven't found anything that explains at least in understandable detail how to actually apply the algorithms to meshes themselves. Same goes for physics, a lot of info about the algorithms (Newton and Euler's laws etc.), but no real solid code as to how to do it in C#, let alone XNA. I'm sorry if this has ...Show All

  • jods Creating a GUI builder in visual studio

    I'm curious as to #1 if it's possible and #2 how to get started building a GUI creator where you can drag and drop gui controls in 'design time' to create code files or a form of XML How do I tap into vs.net to create my own design time/code time pages The GUI controls wouldn't be .net controls, but controls that inherit from a custom gui control class and so on. Thanks, Jonathon If your goal is to make a GUI creator for others to use in the future, I wouldn't "waste" my time. Apparently they are hoping to have a GUI solution in a future version of XNA. http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=734160&SiteID=1 So, as long as you are patient, you will have one eventually. ...Show All

  • isunshine Compound Components & Z-Order

    Two separate questions... 1) Can components be compounded Can one component be the parent of another We know that you can add components to Games via the designer, but what about adding components to others via the designers I thought I saw this but I cannot seem to get it to work. I have a component called Console and wish to add another "Sprite" component to it. No components show up in the toolbox however. 2) How are we supposed to define Z-Order. I want my Console class to display on top of everything else but can find no way to garuntee that this happens. Will this change in the future Awesome!!!!! There is no direct support for trees of components. Being able to specify the draw order for components i ...Show All

  • ProSlamBanO Could C# be the future of gaming?

    Since XNA is using C#, and is is a more intuitive language than C++, is it possible that in the future that C# will dominate, espessially in AAA titles. Could XNA be ushering a new way of programming in the main stream QuantumMischief wrote: Since XNA is using C#, and is is a more intuitive language than C++, is it possible that in the future that C# will dominate, espessially in AAA titles. Could XNA be ushering a new way of programming in the main stream C# is the future only if all you are concerned about is writing games for Windows PCs and Xbox 360. I'm sure Wii, PS3, DS and PSP will continue to have their fair share of AAA titles in the years to come and they will be written in a mish-mash of C, C++, GLSL, Cg and AS ...Show All

  • LouArnold Viewport depth buffer / draw order issue?

    Apologies in advance if this question has been covered elsewhere. I've searched through literally hundreds of posts here, but couldn't find anything relevant to my issue. I'm working on some code to simultaneously display a 3d model from several different camera angles in several different viewports. Unfortunately, I've run into a rendering problem whenever I draw the model in a viewport. For reference, here is a perspective rendering in 3DS Max of what the model looks like: http://www.hph-tech.com/modelPerspective.jpg This is a screenshot of the model (as seen from above) when I render it normally (i.e. not in a viewport): http://www.hph-tech.com/modelNormal.jpg And this is a screenshot of the model from the same angle, but when rendered ...Show All

  • Ultimate load content without Game

    I started a new GSE project and deleted the game instance. Instead I am using a windows form with a graphics device attached to a panelonthe form. This works fine. My problem is I can't get any content to load. Can I load content through a ContentManager without an instance of Game Thanks for any input on this. The ContentManager uses the IServiceProvider that is passed in its constructor to locate the GraphicsDevice it needs to use for constructing and loading the content. It does this by trying to get an implementation of IGraphicsDeviceService from the service provider. Make sure that a GraphicsDeviceManager is registered with your service provider for the ContentManager to locate. You can just have yo ...Show All

  • Handkor Probably an easy one: I'd like a class to have its own textures.

    I'm converting over an old project I did in GSE Beta 1 where a class (specifically, my 'background image' class) had its own Texture2D. Here's exactly how I went about loading the texture in my old Beta1 version: Vector2 location, offscreen; Texture2D bg; public Background(GraphicsDevice Device) { location = new Vector2(0,0); offscreen = new Vector2(0,480); bg = Texture2D.FromFile(Device,"resources\\background.png"); } Now obviously this doesn't work any longer. As such, I've been trying to convert this over to 1.0 compliant code. I can get my code to compile without any problems, but I can't get the silly thing to run. The error I keep getting is as follows: Error loading "backg ...Show All

  • Janne_K Game State Class - Sharing Information

    I'm using the default XNA game template for the time being, as I'm not intimate with C# yet. I'm trying to set up a game state stack, using a class derived from the game class. The GameState class has UpdateMe and DrawMe functions that basically call protected methods Update and Draw in the Game part of the inherited class. I also have a gameState handler class that has a stack of GameState objects that it keeps track of, etc. If I use this encapsulated method of game states, how do I share information between game states. For instance, if I have a menu screen that shows character info, how do I share the character's stats between the main game state and the menu state. I figured using static class members was a bit crude, but I'm unsure o ...Show All

  • Don Isenor Building a Class repository but I have Namespace issues.

    You'll have to forgive the no doubt "simplicity" of this question but please bear with me. I am currently writing lots of small projects to learn different aspects of how C# and XNA both work. This is pretty much the first major involvement in a class based language that I have really dug into and it is certainly one where I have encountered namespaces and had to take notice of them. My plan is to build a set of classes that any new project can have access to (gameObjects, cameras etc...), ideally in a central location to all projects. Every class I create has a Namespace associated with it which means every time I try and use it from a different project, I have to add the class to the project and then change the Namespace. ...Show All

  • nycoolguy60 XNA on IRC

    Join us on IRC in #XNA on efnet We are growing a community where people can get real time help on their issues and work on projects together! Thanks, Ziggy Found a good web client: http://chat.efnet.info/irc.cgi adv=1 Thanks, works well. Zedox wrote: Not bashing anyones channell (heh), but after being on both of the other channels on AfterNet and EFNet, I'll say that the one on Opa-Ages.com has the most "chatter". EFNet is cool though, I hear AfterNet is kinda like a grave...lol. Where did you go-eth We moved the Opa Ages room to Xevion (t3.xevion.net). I dont know of any to suggest :( Found a goo ...Show All

  • drew_p Vertex Buffer question

    I'm writing a small 2D engine based on sample from DX SDK. Everything's fine, but I wish to see shaders in my program. That's why I messed with Vertex Buffers. I'm a noob in D3D, so I used some tutorials to make the folowing code: (Managed DX & C#) (Creation) tex = Load(); //Load our texture Vector2 [] verticles = new Vector2 [] { new Vector2 (0,0), new Vector2 (tex.GetLevelDescription(0).Width,0), new Vector2 (0,tex.GetLevelDescription(0).Height), new Vector2 (tex.GetLevelDescription(0).Width,tex.GetLevelDescription(0).Height), }; verts = new CustomVertex . TransformedColoredTextured [vertices.Length]; for ( int i=0;i<vertices.Length;i++) verts[ i ] = new CustomVertex . TransformedCo ...Show All

  • Vimal Kaul Garbage Collecting

    Does anyone know a good method of garbage collecting for my game. Im just starting out, and im really just collecting all of my information right now, so i know what im up against going into this thing, so if you could give me a few pointers, its appreciated. God Bless One of c#'s features is automatic garbage collection. Once all references to an object are all released, the object is flagged for garabage collection and will be deleted in a short while. Just make sure you aren't creating an obscene number of temporary objects and you should be fine. One more thing: avoid foreach loops on the xbox because it create needless garabge in every run. On windows, it's not as much of a proble ...Show All

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