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Software Development Network >> Game Technologies

Game Technologies

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Debugging Problem Windows Vista x64
Native Direct3D or MDX or XNA?
XNA compiling problem
Facial / Character animation with XNA API?
Saving surface data
Load a Mesh
1.) Lock/Unlock vs. SetData/GetData and 2.) predefined vertex formats
2D Arcade Space Shooter, Bullet firing
XNA Framework wish list
3D game sample/tutorial

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dr.acv
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Answer Questions

  • simon_ Mesh.Intersect() question

    Hello, I am writing a DX app using C#, VS05, and DX 9.0c SDK. My app takes an xml files filed with x,y,z coords and makes an array of Vector3 called dataList. This data is then used to create a bunch of spheres as data points on a grid. The problem I am having is being able to select the data point when I click on them. The data points are rendered as sphere meshes stored in a mesh called dataSphereMesh. When I render the data points, I loop through my dataList array and create a subset of the dataSphereMesh for each item in the array. This is the picking code that I am currently using: private void DrawDataPoints() { d3dDevice.SetTexture(0, null); for (int i = 0; i <= dataList.Length - 1; i++) { d3dDevice.Transform.World = Matrix ...Show All

  • perstam how to render text to a surface that can be mapped onto a quad in world space?

    can someone give me some source code or an sample with C++ language thank you! In the SDK one sample is call Text3D One of the sample shows how to render 3D text You simply need to place this over your main people head and maybe add a rotation to it In reality those 3D text are Meshes You have a DX function to create 3D Text Meshes and then you need to use the resulting meshes like you would for any other mesh, by calling subset, defining material etc. It's call Render to Surface You create a texture with the flag RENDER_TARGET You Get the Surface of that Texture You specify the RenderTarget of the Device to use this surface You draw l ...Show All

  • Dirk Reuschling HLSL Lighting: Wits' End

    I am using DxViewer to try my hand at my first HLSL shading adventure. For the life of me, I cannot get the sphere lit. It is black. I can't believe I'm the only one having this problem, but everybody seems to have lighting figured out. WHAT am I missing -- Jeff S. ///////// /// MyEffect.fx ///////// #include <sas\sas.fxh> int GlobalParameter : SasGlobal < int3 SasVersion = {1, 1, 0}; string SasEffectDescription = "HLSL Hands-On Workshop: Completed solution"; string SasEffectCompany = "Microsoft Corporation"; bool SasUiVisible = false; >; float Time <string SasBindAddress = "Sas.Time.Now"; bool SasUiVisible = false;>; float4x4 World <string SasBi ...Show All

  • Gravy Numeric performance on 360

    A question for the framework/VM guys... I have ported one of my simpler benchmarks to the 360, and find that the numeric performance is running 5x slower than my 2.8GHz P4 desktop. Now I was expecting a drop in performance on the 360, allowing for the difference in CPU implementation (in order execution / branch prediction etc), but nothing like this magnitude! The benchmark simply transforms a source array of Vector4s to a destination array of Vector4s, using a 4x4 matrix. Have you guys done any benchmarking of pure numeric perf, and if so is this in line with what you get Andy. andreww wrote: You might want to read this in order to get some ideas about why numeric performance is lowe ...Show All

  • Malcolm Chu Rotating an entity problems - (Not camera)

    Hi, I'm trying to create a rotate(float pitch,float yaw,float roll) function for my entity class, (The camera one works fine) but despite it working sort of, the model locks up at certain angles(I.e becomes very stiff and hard to rotate, like gimble lock but worse) Here's the function in question [code] public void Rotate( Vector3 Rotation) { Matrix m1 = Matrix .CreateRotationX( MathHelper .ToRadians(Rotation.X)); Matrix m2 = Matrix .CreateRotationY( MathHelper .ToRadians(Rotation.Y)); Matrix m3 = Matrix .CreateRotationZ( MathHelper .ToRadians(Rotation.Z)); LocalRotation = m2 * m3 * m1;   Update(); } [/code]   I've tried every order possible, doesn't make any differenc ...Show All

  • -Cyclone- Unfortunate Name: Shader

    This is probably a stupid question, but I'm going to ask it anyway. I've been programming computers for almost 20 years, so I'm not new to this, but I am new to 3d game programming. I downloaded RenderMonkey, and Nvidia FX Composer, and I see that really cool effects can be made with shaders...but the gap in my knowledge is...why, and when. I see that ATI has a shader demo where they take a flat disc and mod it into a speaker shape and then make it pulse like a real speaker using shaders. So...here's the question...is it more processor-friendly to make a flat disc and then shader it to the shape I need than to make model in the right shape in the first place In their demo, they take a flat disc and "shader" it to a speaker shape ...Show All

  • Jo&amp;#227;o S. B. 2D sprite transparency

    Since this kind of falls in the same category I'll post it here as well. I'm trying to make the area around my sprite transparent. I first set the render state of alpha blend enable to true, then change last parameter of sprite->draw to D3DRSCOLOR_COLOR(255, 0, 255, 0). The background color of my sprite is already in pink (255, 0, 255), but now even my sprite is gone. Did I do anything wrong, or did I forget something Any help is appreciated. Didn't know when we're using 0x..... it's in argb order, thought it was rgba. I got it working now, thanks again. The color you specify in Draw() is not a color key. It's a color that will simply tone your sprite (so you ...Show All

  • slippyC Simple BreakOut Demo (Source included)

    Well there it is, my first ever C# and XNA program I hope it'll help some of you. Download BreakOutDemo.zip v0.31 Thank you MS for that wonderful gift that is the XNA. Am I the only one Error 1 Unable to find manifest signing certificate in the certificate store. BreakOutDemo awesome game man! :) It is really good to see games comming out of the wood work... but just a favor, can you please make the posts comments if you are not asking a question. Also if you do ask a question and get a correct answer please make the post as answered. Remember that all of the Questions and answers get added up and all count towards the stats for the forums. It would be nice to get the XNA Groups a high answer rate ...Show All

  • Shahzad Yousuf i looking for a way to draw a line with weight in 3D scene,can anybody help me?

    I want to draw a grid in my scene, and i want to draw the axis with thick line(make it can be easy found). But i can not find any info about line weight in DirectX, i have look for three days, can anybody help me I am use C# Express with DirectX SDK 2006 August. thanks. oh, here is the door. Let me try thank you Why is the line setting the CullMode to None commented out It seems that that would be the solution to your problem, since the line disappears when the angle is greater than 180°. But in case you already tried it with the line included, try setting the CullMode to None after the line.Begin() . I know that some Begin functions alter the render state (such ...Show All

  • pravej Facial / Character animation with XNA API?

    Hello ToAll, I need some tutorials to programming facial and character animation. I think I have two chance to do this: I can make my character in a 3D application like Maya or 3DS Max, and then I can use animation keys to make an animation of my 3D object. Or I can make my 3D object without any animation, and then I can animate my object with directX / XNA api. I would use the second option. So I can write a small XNA engine for animate any facial or character 3D object (speaking, laughing, crying etc.). Are there any XNA API function to do this (or tutorials) Thanks. leslie There is no XNA API to do this. You have to either export with bone animation, and write a bone animation importer/player for XNA (or g ...Show All

  • cislom ContentManager: Ability to reload assets (important in editors)

    If you are building an editor with XNA its important that you have the ability to reload assets. Currently i guess the only option for reloading assets without restarting is to clear the ContentManager and do a complete reload of it. So - what i would like is something like the following where a reload of the asset can be enforced: T Load<T>( string assetName,bool reloadAsset); You should check out the "Rants on XNA 1.0" thread here: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1009877&SiteID=1 ...Show All

  • USJOHN .X -> ModelMesh - textures?

    I imported a few .X models in my XNA project to figure out the basics of the ModelMesh. Applying custom effects and so on works already, BUT if a mesh has multiple parts and each has a different material, I cannot figure out where in the Model or ModelMesh is that information (I cannot guess the material and do not want to hardcode it or the name of the textures). Can anybody tell me where to get that information from when I load a model via the ContentManager The textures are already imported as part of the model mesh. You can get the Texture object (or objects) from the Effect that's bound to each subset of each Mesh. From that, you know what texture the artist specified. If you then need to swap textu ...Show All

  • Husker Cant install XNA Frameworkr on Visual Studio Team

    Hello everyone, i would like to use XNA, but i can't install it on my Computer with an installed version of Visual Studio Team. The XNA SDK installer abort the installation process with the commend, i have to install visual c# express. But with my Visual Studio Team i already have C#. How can i install XNA with the documentation without having Visual C# Express Thanx, Dodo502b You can't (from the FAQ ): Q: What is the difference between XNA Game Studio Express and the XNA Framework A: XNA Game Studio Express is a set of tools based on Visual C# Express 2005 .... Q: Are there any prerequisites to run XNA Game Studio Express A: Yes. You must download and install Visual C# Express and the latest DirectX runtim ...Show All

  • eric_from_nj Custom Content Processor - Usage

    Hi, I am looking from some advice on writing a custom content processor for XNA. I have been working on a tile engine and have my Windows based tile map editor up and running. This editor produces an XML file holding all the tile set bitmaps, a list of all the levels in the map and a list of layers on each level. I am thinking of using a custom content processor to load this XML file, parse it and serialise it to the xnb file. I then plan to write a custom importer which will create a top level map object which will hold the tile sets as Texure2D objects and a dictionary of levels in the map. Does this seem like the correct use for a content processor Andy Rick, Thanks for your answer. In th ...Show All

  • Mark.Stockton XNA GSE Language restrictions

    I've gone through the XNA GSE FAQ and I'm not sure I understand the decision in developing XNA GSE in a manner that doesn't allow it to integrate into Visual Studio languages other than the Express editions. Sure you can run C# Express alongside Standard, Pro and Team editions of Visual Studio, but I would suspect that a great many hobbyists (to which XNA GSE is targetted) have invested in at least Standard and even Pro editions. Won't these users be giving up extremely useful IDE features and coding tools because Express editions lack these features due to the nature of them being free products I honestly fail to see the logic in all this :) - Seef   Albert Ho *MSFT* wrote: ...Show All

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