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Software Development Network >> Game Technologies

Game Technologies

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Displaying textured 3D objects
Text Renderer and Font Generator
Loading and rendering .swm files
Specular is not working for some models
Applying custom effects to an imported model
Problems with rendering
cloud of dust like in battlefield 2 : mc
I have to write an article about XNA Game Studio : user point of view needed
the error
Multi-core programming

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Answer Questions

  • Paarul Process for getting XNA game to work on XBox 360

    From my understanding of the XNA Framework and what I can gather from the website I have a question. Please correct me if any of my assumptions are incorrect. The XNA Framework is somewhat like the .Net framework since it is managed code. It is designed so games can be written to work on both a PC using DirectX and the XBox 360 with perhaps a little modification. I take it the XNA framework is just a tool used to create a game. It will not provide you with a way to get code you have written to work on retail 360. What steps would an indie developer have to take in order to get their game on the XBox Live Arcade or the Xbox360 I understand all games have to go through the certification process at Microsoft. I understand that Mi ...Show All

  • MrT25 Creators Club

    Can anyone tell me whether a Creators club membership is bound to a player account, to an xbox live account or to a xbox console. Do you have to buy multiple memberships if you want to use it on multiple consoles It is bound to an Xbox Live account. If you're logged into a console, you can download the runtime and deploy games to it, but only when you're connected (that is, you can't run games on two different systems at the same time using the same Xbox Live account) ...Show All

  • Can-Ann Putting a hole in a sprite

    Hi all I am currently wondering how I could put a hole through a sprite "on the fly" during gameplay, such that the background behind will show through Some sort of blending, or combination in the spritebatch class I suppose, but I havn't yet worked out how. Any suggestions Chris J. Thanks very much DSent... I got your download to work... Very neat solution. After my initial post I had homed in on the texture2d Getdata & Setdata methods also. Your use of them is elegant & illuminating. Have you noticed the behaviour when you target near the edge of the screen Last night I also used GetData/SetData to generate a smaller texture by grabbing part of a larger texture ...Show All

  • Keith Seifert Driving Game Download???

    Does anyone know where the XNA Racer Game can be downloaded (see this video) As long as you have the xbox gamepad hooked up to your pc, you should be able to run the starter kits just fine. The previous starter kit didn't come with any support for keyboard and mouse out of the box, and I could imagine the other starter kits would be the same. Yeah it was about GAMEPADS, thanks Well, how do you import DirectInput into your project (It doesn't matter to me about xbox compatibility, because i dont have one and my games'll only be for windows) " XNA only has support for the 360 gamepad, so unfortunately, no.  To use other devices, you would have to import DirectInput into your project, but then you would loose x ...Show All

  • jaxDeveloper how can i create levels for my game

    topic ^ It depends on what you call "levels". Assets like models, landscapes, physics (this object moves slow/fast/med) etc...can be combined along with rules of behavior in an xml file, script(s), etc.. to define a level. There are examples on the net, but first you must decide on what "level" means to you. In Missle Command or even Breakout, for example, each level gets harder by adding speed, number of enemies/goals per level, and the like but they also add increased bonuses for accomplishing harder tasks. This lets the player feel rewarded for passing a harder test. 2D, 3D, whatever, the levels should increase in difficulty/complexity, but reward accordingly. C ...Show All

  • Drew Marsh Enlarge a object from a .x file

    Hello! I am having a .x file that I use to load a Mesh. At run-time, the object is very small. I f run with the file with DirectX Viewer, the size is OK. I am using this method to load a mesh : private void LoadMesh( string filename, ref Mesh mesh, ref Material [] meshmaterials, ref Texture [] meshtextures, ref float meshradius) { ExtendedMaterial [] materialarray; mesh = Mesh .FromFile(filename, MeshFlags .Managed, device, out materialarray); if ((materialarray != null ) && (materialarray.Length > 0)) { meshmaterials = new Material [materialarray.Length]; meshtextures = new Texture [materialarray.Length]; for ( int i = 0; i < materialarray.Length; i++ ...Show All

  • Ogulcank 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

  • William Xie Game Programming is very Hard

    I've been reading DirectX sdk tutorials and MDX tutorials and things like that, and it seems VERY VERY VERY hard. Will this new XNA studio and the documentation simplify this All these vectors and whatnot is very complicated and I'm having trouble understanding seemingly basic concepts in game programming in 3d. Geek Squad wrote: 1) Am I missing out on a lot by using Managed DirectX 2) What about OpenGL Regardless of managed and unmanaged DirectX, am I missing out on something important by not doing Open GL 1. No 2. No. When you get into collision detection and reaction with high velocity objects, that's when my brain explodes and leaves a black hole. Game developers are probably some of the most t ...Show All

  • Damien Silveira I can’t see my colors on the cube

    Hello everybody. I’m trying to get started with DX. I’m trying to render a simple cube with 36 Vertices (12 triangles). The problem is that the cube is black and if I try to set the color for each vertex nothing happens. I’m getting crazy because I can not find the problem. I set the FVF and disabled CULLMODE. Lights are disabled and I’m using DrawPrimitiveUP to render the cube. What could be the problem The sample code from the tutorial I’m working on works well. But my code looks almost similar (as I can see). I hope that someone can help me. P.S: My Vertextype includes a D3DXVECTOR3 vector and a D3DCOLOR variable defined in a structure. You need to Set your ColorOP to SELECTARG ...Show All

  • Crane101 Any 3D tutorials for XNA?

    Hi, does anyone know where can I find any tutorials, help etc. for developing 3D games with XNA I've played with 2D sprites, its all nice, now I want to move on :) I would like to be able to create simple things like terrain, skybox , move around map etc. Is this possible or I have to wait for beta2 / final release Thanks, ErnisJ I am sure it will. However the way to create vertex lists, custom vertex formats etc. are changed so it's easier to read a tutorial about how to do that. I had a few problems creating a custom format for my particle system but it worked out in the end. Alright, I have XNA 2.0, and I have written a program to read a simple heightmap and loa ...Show All

  • Aleniko29139 No way to avoid depth buffer when using GraphicsComponent

    Hi, There doesn't seem to be a property on GraphicsComponent that lets me prevent the automatic depth buffer from being created with the device. I tried setting the DepthStencilFormat to Unknown but the UI prevented that. It looks like, if you go hardcore and create a GraphicsDevice by hand, you can use PresentationParameters.EnableAutoDepthStencil to choose if you want a depth buffer. But it seems that you're encouraging people to use GraphicsComponent instead. Seems with all the 2D games people will be making with XNA, it should be possible (and easy) to skip the depth buffer and save some video memory. Thanks, -Mike To get the PresentationParameters you have to register an event handler ...Show All

  • LenBio Tool for auto HLSL Generation?

    Are there any tools out there to enable the graphical building of a shader network, such as in Autodesk Maya's Hypershade tool or Softimage XSI's RenderTree tool, which can enable you to use a GUI to set up an object's basic material properties and then automatically generate the appropriate HLSL shader fragments needed to reproduce the material effect in your game without having to manually write HLSL files Certainly, if you want to create complex shader effects, you would need to be able to edit the HLSL or manually create new custom HLSL files, but for creating HLSL files to render basic, standard material properties, there really should be a graphical tool to take some of the work and difficulty out of it. Such a tool should allo ...Show All

  • Al33327 BasicEffect object is clamp-ing textures?

    Can anybody tell me if I'm doing this right or if I'm missing some thing... I have written a method that creates a vertex buffer object and populates it with 2 polys that make a 2D plane. But when I render this vertex buffer using a BasicEffect object to handle the rendering my vertex buffer object is rendered but the texture is clearly being clamped. I have checked the texture sampler states and vertex sampler states and they both say they are set to Wrap by default. I am creating the vertex buffer using this method... /// <summary> /// Creates a triangle fan of 2 polys along the x/y axis centered around 0,0,0 with a width and height of 1. /// </summary> /// <returns>Returns a new vertexbuffer</returns> ...Show All

  • Coolkid Revision Control included in XNA?

    I heard XNA will include some sort of Revision Control, some kind of Perforce or SubVersion directly included in the package. Can someone confirm that I would like to be able to open the projects in VS2005 for the very same reason. That and resharper support. Source control is not a part of the Express family of products, including XNA GSE. I use Vault myself (that's not an endorsement, even though I really like the product). You could easily use WinCVS/Subversion/SourceSafe/etc. Personally, and I know this is wierd, I'm not fond of "integrated" version control in my development tool. That's probably a holdover from my old SCCS/RCS days in the early 80s Will it be included in ...Show All

  • bluefocs world coordinates 2d tile map

    hello all.. i have a little problem.. i usw a 40*40 tile map. visible is a area of 12*15. everything is working very well.. also the scrolling... how can i calculate the world coordinate of the map... i do it this way.... else if (_Spieler.Aktiv.ScreenPos.X < 150) { // Der Panzer wurde weiter nach unten rechts (Drehwinkel im 1. oder 2. Quadranten if ((_Drehwinkel >= ( MathHelper .Pi)) && (_Drehwinkel < ( MathHelper .Pi * 2))) { // Map scrollen _Map.MapScrollen(_Spieler, _Map); } else { _Spieler.UpdateVorwarts(_Spieler, _SpeedVor); } } this makes the player moving or the map scrolling... if the map is scrolling i substract the ne ...Show All

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