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Software Development Network >> Game Technologies

Game Technologies

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HUD help: sprites drawing behind world
Picker Problems - SOLVED
What kind of data will invoke the excution of a GS
Game Levels like Quake?
When to stop a Quaternion.Slerp?
Pointer misunderstanding?
Hosting Souce Code
Custom Directx Maya Extention
How am I supposed to expose objects as properties?
Where fro art thou System.xml?

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  • moh hassan GameComponent comprised of other GameComponents

    Hello all. I've been poking around with XNA to build a game. One thing that I wish I could do is use the design-time experience to build a GameComponent comprised of other GameComponents. I know I can do this programatically in the meantime, but it would be really cool if the design time experience for a GameComponent itself was just like a Game object so you could use composition when building GameComponents (so they really _are_ like building blocks). I wanted to do a "sanity check" here to make sure I'm not missing anything before posting a suggestion on the connect site. Thanks all! Nested game components is not something we explicitly support through the XNA Framework at this time ...Show All

  • dagjo Strange DX9 vertex glitch

    As seen in these two screenshots, Glitch 1 Glitch 2 In reality, I don't know what's even happening to my vertices. This doesn't happen from the beginning of the program execution, it happens randomly during the execution about a few minutes into running it. Once it happens, it will happen more frequently and sooner during the program execution when I re-compile and run.I just don't have a name for this. It happens to a handful of random vertices. I would like to think my vertex buffer is being corrupted, but when I use the D3D Debug tools, the problem doesn't happen at all.For more information, the first picture contains geometry that is rendered directly to the screen. In the second, I'm rendering geometry first to a render target, and ...Show All

  • icecroft So how does this (non)commercial business work?

    Can anyone please enlighten me on how this all will work. How I see it, there are two points for having XNA. 1. To let gamers make Xbox 360 non-commercial games freely to play on their own consoles. 2. To let gamers make Xbox 360 commercial games that they may transfer over live. But can we sell these games & start a business And where do our limits end & then begin again with Pro I have been trying to start a video game business for years now, working with teams and software, and Microsoft XNA can be a new pedestal for my team and business.   Thanks in advance. Yes. Awesome. And then I assume I can sell it on the PC as well Depend ...Show All

  • ayatollah "SPRITE TEXTURE MAP" I need some directions/suggestions

    Hi to everyone! and an Amazing 2007! STATUS: I'm working with an effect to damage the armors, itens and etc from my game characters I did notice that the "easy" way to do this was have 2 textures, one to the default difuse channel and another with the holes and scratches overlayed above the Difuse one with alpha channels to "damage" just some areas from the equipment model surface. Since the .X exporters collapse the material maps inside 3ds MAX, I can't use the Composite MAP, and the export to .fx function in Material Editor don't accept any map than not a simple bitmap to this, what lead me to write a HLSL shader to do the texture overlay. I already got one texture above another with different map channels. ...Show All

  • Jobr77 Critical problem Working with D3D in thread!

        IDirect3DDevice9 created outside in main process. task is to load DirectX model inside a new thread in order to realize runtime load,     ThreadProc created using CreateThread in MainProcess     All Device ptr passed to the thread confirmed. Prob. discribtion:     Loading model using D3DXLoadMeshFromX, D3DXLoadMeshHierarchyFromX ... will triggler randsom error over E_OUTOFMEMOTY, or other exceptions.  the bigger the file the more frequently the problem pop up. ALREADY TRIED: set thread stack size. dont work!   Can anybody help Try using the D3DCREATE_MULTITHREADED flag when you create your device and ensure that yo ...Show All

  • Uwe82 XNA Confusion

    I have no experience w/ c# etc...but I love this idea of creating your own games for 360 etc with Game Studio Express. Can a person like me use Game Studio Express...like will there be walkthroughs for inexperience people Also does anyone know of any good books etc on beginning C#...and is this Visual Studio Express free or Interesting, I guess I am just used to the Wrox Beginner format, you know 1000 pages of hand holding and excruciating detail... 8) Maybe when I get back to it, I will approach the book from a different way. Hi XNAConfused! Grats on your interest in learning to develop on your own! David suggested the book Beginning .NET Game Programming in C#. I sugg ...Show All

  • Vince P .. Tridex VB.NET ##UPDATE 15# XNA .... Mesh Viewer Component we have Meshes!!!

    Hi Tridex Again.... ok, once again thanks to the guys who have created the xSWM mesg object and converter .x to SWM much simpler to load than x file and seems smaller in size!!! which can be found on the forum, I have updated the code for VB.NET users, with all the other updates worked on today, so guy get learning !!! its really fun to crack this stuff... down load full source code below and lets build a libary !!! http://www.tridexconsultants.co.uk/pages/downloads/XNA%20VB.NET.zip More , Much more to come!!!! .... TRidex ........ ...Show All

  • Ed Abshire how to get input from various keyboards with directinput

    First sorry for my bad english... I want to get input from various USB keyboard, and I need to know from which keyboard I get the keystroke, I prove the directinput objects in VB 2005. This are the code that I use in the declaration section (in this case I use 2 USB Keyboard) Implements DirectXEvent8 Private MiDirectX As New DirectX8 Private MiDirectInput As DirectInput8 'the object to my first keyboard Private diDev As DirectInputDevice8 'the object to my second keyboard Private diDev2 As DirectInputDevice8 ' Private keyState As DIKEYBOARDSTATE Private keyState2 As DIKEYBOARDSTATE Private ManejaEvento As Long Private ManejaEvento2 As Long ------------- ...Show All

  • Brandon Stevenson Realtime adjustment of an RPC parameter?

    OK, so the project I'm working on currently is going to have interactive music that will change as the gameplay does via a variable that the programmers have control over. My question is this: Is there something I need to enable in order to have real time adjustment of the parameters Here's my example: The BG music we want to have change as the gameplay does currently consists of 3 tracks of audio being called by a single cue-->sound. I assigned tracks 2 and 3 to increase volume at different envelopes based on the gameplay. Now, when the game first starts, the main melody (track 1) plays at full volume while tracks 2 and 3 are inaudible, which is correct. However, as the gameplay progresses, tracks 2 and 3 do not increase in v ...Show All

  • campusK0der Vista install problems

    XNA won't install on Vista RC 1 5736. I'll try on a daily build tomorrow in the office. Are you going to support Vista in December The excitement and wonderful things that the community is doing keeps all the criticisms in perspective :) Bummer about the 1.0, but understandable. How did you run the installer with elevated permissions Running msiexec manually I didn't think you could do it the same way as regular programs, with a right-click > Run as administrator. I did try disabling UAC and installing, but that still didn't work, it needed the VC# SP1 patch. FWIW my config consists of Vista 5744 x86, VS2003 and 2005, and VC# Express (natch). Again, I'd like to reiterate my lack of actual b ...Show All

  • kastanienreis viewing objects on a looping landscape?

    Hi all, Just getting to grips with XNA - great fun so far :) I wondered whether anybody could suggest to me how I might tackle the following problem... Think back to Asteroids - your little ship could loop from one side of the screen to the other. I want to apply the same priciple to a 3d landscape - ie when my ships flys towards the "edge" of the terrain it loops back to the other side of the terrain seamlessly so that it feels like you are flying over an infinate terrain.Now there are various methods to tackle this problem and I have in fact successfully completed part of the task. My question relates to the other 3d objects flying around in the sky and the ships field of view. If the ship is moving near to the edge ...Show All

  • Chris Langsenkamp Reference Device

    Hello out there... I tried to get the GraphicsDeviceManager running as ReferenceDevice but it don't works. I've done it like its described in the help files and like ive done it with beta1 but both ways dont work. When i run it on a pc without a compatible GraphicsCard i allways get an Exception but none of my overrides nor the PreparingDeviceSettings are called. Any idea Some cards simply can't support even the reference drivers. The drivers try to do most things in software but, don't always have the supporting fixed function pipeline that they need. What graphics card are you trying to run on Microsoft.Xna.Framework.NoSuitableGraphicsDeviceException: "Could not find a Direct3D device that has a Direct3D9-le ...Show All

  • Jacob Pettersson 3D Particles?

    I want to create particles in 3D, where shall I start Should I create quads for each particle or is it too performance demanding I heard of something called point sprites, sounds nifty and somewhat limited, but how do I create a point sprite And please don't point me to the Mercury project, I know they exist. Cheers Off the cuff, for point sprites, would it be better to do particles using a shader, so the GPU does the work I've seen a tutorial on using shaders for particle systems, but I was also thinking of creating a thread to do particles with to help speed things up. Thanks. Particle Systems are one of the funner, not-so-hard to create components in a lot of games ...Show All

  • brokenrulz A Couple Of Worrying Points From The EULA

    i. Personal Use. Use of any programs developed for the Xbox platform using the software is restricted to your personal, non-commercial use. So what happens to this so called "YouTube of games" if the restrictions imply that we can't share them. I also thought XNA GSE also had plans for being able to sell your games over XBL too (I picked that up from somewhere). ii. Distributable Code. You are not permitted to distribute the Distributable Code for programs developed for the Xbox 360 platform. I'm unclear to what this means, it almost seems we can't give out source code, please elaborate on this. I think it's a safe bet that if/when we come up with a better system for distributing XNA g ...Show All

  • raatey XACTENGINE_E_FAIL on XACT3DApply() call

    Hey all, I'm having an interesting problem where when it executes the BOLD piece of my code, everything else is returning S_OK, but you want to see it anyway: // Prepare the sound this->pSoundBank->Prepare(m_pCueIndices[nRandom], NULL, NULL, &pCue3D->pCue); pCue3D->vEmitterPosition = vPos; // Use one emitter over and over again that's what we're trying here m_pManager->GetManagerEmitter().Position = pCue3D->vEmitterPosition; // Let the engine calculate dist between listener and emitter, check for failure hr = XACT3DCalculate( m_pManager->Get3DAudioHandle(), &m_pManager->GetPlayerListener(), &m_pManager->GetManagerEmitter(), &m_pManager->GetDSPSettings() ); if (FAILED(hr)) ...Show All

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