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  • ky_kye DirectX Questions... Problems with .lib and ddraw.h

    Hi, ... ... ... I use the Visual Studio 2005 Standard Edition, Visual C++ 2005... I've done some Windows programming and been using the GDI to make some graphics so far, it works well... But can anybody tell me how to Clear the screen after using the GDIs to draw some polygons... You see, the screen then becomes full of polygons, and that's what was wanted, but then, finally, how about Clearing the Screen completely and then start to draw some other, say, triangles instead... So, What is the exact Command to Clear that Window that the polygons were drawn in... ... ... ... OK, Now, here's the problems... I've finally started to get into Direct3D and DirectX... So, I've read and Understood all the materials about how to creat ...Show All

  • C#Jono what is best way to render scene with great number of textures?

    quiestion sounds excactly like topic :) i have many generated textures (maybe ~100). what is the most efficient way to render all the stuff Another solution would be to use a texture atlas; google it! Assuming they're all 2D textures that are the same or similar sizes (i.e., they can all fit within the same area with minimal extra information stored) then you could consider putting them in a 3D texture. Basically, you'd set the depth of the 3D texture to the number of textures you have (e.g. for 128 textures of 512x512, the 3D texture would be 512x512x128). Then in your texture sampler (in the effect file) you set the sampling mode in the W direction to nearest neighbor. You'll then need to modif ...Show All

  • Duncan Smith 1974 Storing game data in database

    I am a casual programmer and have recently, since express was launched, started using SQL databases in my app. These have been very convenient to store and manage datatables etc. I understand that with XNA we can also access other VS components, such as networking, but these components might not be available on the Xbox. Is database integration a purely VS component or can we use it for Xbox applications as well Jim Perry wrote: What would you need a database for on the 360 Big tables of data :) Specifically, large tables of information which can be queried, sorted, perhaps even joined, but not necessarily in real time. The application I was hoping to use it for was AI. With a lightweight database you can have ...Show All

  • Eric Jensen Transformed Vertices in Beta 2

    When creating a custom vertex , VertexElementUsage .PositionTransformed no longer exists, how do you specify that the vertex is already transformed, for something like a screen quad So I can no longer just run pixel shaders over my screenquad for post processing, I have to mess about with seemingly unessecary vertex shaders, or be force to just the built in sprite implementation. Can't we have out own stuff anymore Ah! so it really wasnt using PositionTransformed ( I was under the assumption it was because Vector3 killed it). PositionTransformed in a shader program is kind of a funny thing. It looks like it's there for a reason, but turns out it's just a left over from the fixed function days. Like Shawn prev ...Show All

  • AlexGadea text mixed with 3d

    thought id ask another question while im at it. i want to display text on the hud of my 3d engine. i did some searching and came across some of the text components out there and chose the nuclex.fonts componenet (very good imo). this works fine on its own or with other 2d objects (eg. sprites) but if i render any 3d objects, all the 3d objects have z buffer issues. i noticed this problem when i first introduced sprites into my engine and it was fixed via the spritebatch.begin methods savestatemode parameter. however, this functionality doesnt exist with the nuclex.fonts package, so my 3d objects are all screwed again. is there another option to prevent this, or can someone tell me how to manually save my renderstate and restore it after re ...Show All

  • Kiwi Ranger Installing C# Express Edition After VS2003/VS2005

    I waited till the last minute to install C# Express, but I wanted to point out that the download page is potentially confusing. Yes, it says beta versions must be uninstalled, but immediately following it says that any previous versions of SQL Server 2005, VS2005 need to be uninstalled. The good news is that it will install without issue, but I wanted to post this as a recommendation to change the text. Uninstall beta versions Before installing, you must uninstall any previous versions of SQL Server 2005, Visual Studio 2005, and the .NET Framework 2.0 (this includes Tech Preview, Beta, or CTP versions). Just wanted to confirm that I'm running 05 Express and 05 Pro side by side without problems. I'm fairly certain that t ...Show All

  • Somu Thomas DirectInput not usable yet?

    Hello, i was in need of working with mouse and keyboard inputs but I notice the DirectInput.SystemGuid class is gone (i used in DX9) and getting the Guid from the GetDevices() seems impossible too, since is "Method isn't found" yet... So, how are we able to use the DirectInput.Device(Guid, Handle) if we cannot get the Guid from anywhere Or is there another place to get the Guid from TIA This forum is about Direct3D 10. I will move it to the right one. But to make sure that someone can help you please provide some more information’s about the operating system where the problem occur. Yeah I am, and thx for link, seems that XNA is even less complete and I was too early to mak ...Show All

  • Bhavtosh 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 I think, before XNA released,C# isn't the primary gaming language but,since XNA will be released, it's said that in the FAQ,C# will be the important gaming language. hehe I agree with a lot of what is said here. A collegue and I dabbled in produc ...Show All

  • paulixml how much should xna...

    how much space should microsoft xna have cause my microsoft xna folder has just ~ 10 MB. pls answer cause i'm really desperate. If your wondering where all the other data went (As the download is much bigger) it's in various folders for Visual Studio and other parts of the installer. The bulk of the size comes from the Spacewar starter kit, but please if you were looking at this because you have a problem, let us know what it is. My XNA folder is also just 10MB (10.3). But I'm not sure what that is telling you. Maybe talk more about what issue you are having that is making you so desperate. There are a lot of very helpful people here in the forums so just explain what's going on, what you've tried ...Show All

  • Tryst XBox 360: Detect widescreen vs 4:3?

    Right now it looks like our games pretty much dictate their size and whether they're windows or full-screen. But, obviously, once we get to the 360 the choice of windows vs full-screen will be gone. And I get the impression that if we code for 720p that the 360 will automatically downscale if needed. But I still don't know how we're going to detect whether the output is headed for widescreen or 4:3. If we make the choice to program for widescreen only will the 360 letterbox for us, or will it just get squished or truncated Nothing like this is currently known. My guess is that you should code your game to accept window sizes for 4:3 and 16:9 e.g. clip the sides, add letterbox bars or add extra graphic ...Show All

  • Kartit persistent backbuffer OR renderTarget (on 360) possible?

    I want to disable backbuffer clear. Though I have removed the Clear from my draw func it still gets cleared to black on Xbox360. Run the same thing on PC and the mystery clear doesn't happen (stuff I'm drawing correctly smears across the screen). I also tried to workaround w/ ResolveBackBuffer to a texture and draw this back at the beginning of each frame but thats not working for me either. In this case my Draw() looks like: Draw Backing Texture using Quad Draw new items ResolveBackBuffer -> Backing Texture I even tried double buffering the backing texture w/ no luck. Thirdly, I tried RenderTargets, but they also seemed to be getting cleared each frame as well! I would think there's gotta be a way for rendertarget contents ...Show All

  • Altug Atik How to access the graphicsDevice from a new gameComponent

    Alright, I'm fairly new to the C# language so it may just be an issue with that. In any case I'm trying to figure out how to access the graphicsDevice from a different gameComponent. For example I want to create a SpriteBatch in a gameComponent in which the GraphicsComponent was not created in. So how would I go about accessing it I don't know if this is just me being an idiot and there is a simple solution or if something more complex needs to be implemented so any help would be greatly appreciated. Thanks! Here's an example class showing you how you can inherit from GameComponent class, along with overriding Draw(), Updae(), Start(), and the four usual GraphicsDevice's Create/Dispose/Resetting/Reset e ...Show All

  • StairCounter setup desktop resolution as static

    is it possible in current version of DX10 in Vista setup desktop resolution as static In result if any application tryies to change resolution, DX change it virtually, but actually will work with desktop resolution. I think it would be nice to have this feature for current LCD displays, which is not good to support natural resolutions. I haven’t seen something like this yet. Additional it would be dangerous to use a different resolution as the application request. This is possible on D3D10 -- DXGI API enables apps to resize targets of swap chains, thus supporting different resolutions from the desktop resolution. As Ralf says, there's no feature for this d ...Show All

  • Fabio61 Game Scripting and Effect Editors rendering to PictureBox (for Beta 1)

    One more time I used help from this forum and Internet to build this application. You can see a picture of my application at this link: http://www.tonigreco.it/_XNA_/RenderToPictureBoxScripted.jpg and download the complete project from this link: http://tonigreco.spaces.live.com/ Press F1 to read help. Make me know the bugs you will find so I will can fix its. Thank you. Toni ...Show All

  • lavorando Unified Input

    It's my biggest gripe about XNA and directx, there's no unified input...   I don't have a 360 controller hooked to my pc, not even sure if that is possible... is it Anyhow, since i took the whole unified input idea from Lynn T Harrison's book, i'll share it here in hopes that people can email me suggestions and feedback. The enum translations aren't finished yet and the InputManager is a singleton (i'm on a singleton kick lately don't know why), and obviously the gamepad implementation isn't finished.  Hopefully you can sortof see where i was headed with the 360 implementation...   wel here it is, i guess email me at jhered at yahoo com if you have suggestions.   I am not familiar ...Show All

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