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Software Development Network >> Game Technologies

Game Technologies

New Question

In the final release of XNA i would like to see this!!!
Can't create a TransformedColored mesh in MDX
mouse input sample rate
3D presentation
Attempt to allocate VRAM before start of an application?
Can I play video files with XNA GSE?
Dream Build Play - partner in crime
XNA Game Engine: Xna5D Alpha Release!
World, View, and projection transforms
how do i manipulate the vertice places that are stored in a vertex buffer

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Answer Questions

  • Bandile Umm now what?

    I have downloaded all of the programs and It has no errors. I've reseted my computer alot and I can't find where to launch it.Help me please I'll assume you downloaded the March CTP of XNA Build. If so: 1. On the start menu, there should be a Microsoft XNA Build System CTP entry 2. If you open VS, there should be a XNA Build Project in the New Project dialog I'm not sure what your intent is but to be clear, these bits are totally different than the XNA Game Studio Express product that was announced this week (its first beta won't be available until Aug 30). The XNA Build CTP bits are designed for professional game studios, so likely won't be of much interest to hobbyists. Amy ...Show All

  • Debralour XNA 360 games.

    Will you be able to burn game's off your computer from the XNA game studio or not Wrong forum to be talking about modding xboxs :D, check your url bar. I was talking about using XNA's game studio and burning the games on a dvd to play on the 360 instead of saving it on your hard drive! Hey come on, there will never be a "Oxy-Acetalene torch" edition. That was a joke... The only distribution method will be live, burning it to a disc will never be possible because the xbox does not play burned cds. The Creators club thing is so you can share the games over the net. Im hopeing ...Show All

  • Gurpreet Singh Gill Hope Xbox360 can support Flash File(*.swf) !

    xbox360 is a good TV Console, can use XNA tools make game by myself, but now,flash game is much more other on internet, I hope make flash game on Xbox360. It's fun. Gloei wrote: But you can still find some info on this subject on this wiki . Nice info, thanks for the link. :) We are currently building a swf >xna tool, mostly for animation but maybe a bytecode>C# converter later. I think the two biggest reasons to have this (for us anyway) is for adding existing animation to a game, and to port existing games that are known to be popular already. Flash is also a very fast (and cheap!) way to create 2D animation, so that can be useful in itself. I worked on a xaml>s ...Show All

  • PaulDotNet When will the Content Pipeline be released?

    Can any XNA insider tell me the date the content pipeline released or when will the next version XNA GSE be released I think they mean christmas. In any case, they included "06", so it's gotta be before new year :D @exal : hmm... im getting a 404 when i click on your link No mesh or font support really limits what I can do with XNA so far. And that's all I've noticed so far. Danny Tuppeny wrote: I just don't see them doing another beta between now and christmas, and given the integration with GSE, I'm not sure they could easily release it standalone :( The release is expected Holiday'06. He just simply ...Show All

  • hye_heena Entities: Think, Update, Create, Collide, Render -- Stumped!

    Hey all, Thanks to all of your suggestions from previous topics, I'm finally 'working on the game' sort of speak. My final (or near final) hurdle is in the controlling and creation of entities. Game entities need to be able to think (what's around me Should I get out of it's way ), update (move based on your velocity), collide (whoops I hit something), create other entities (I'm shootin' mah gun!) and render themselves. Every problem is easy to handle individually: Think: Can be performed inside the Update method. Update: Entity.Update() Collide: Run through all the entities, do some culling of what's obviously too far away, and check the rest. Spawn: EntityFactory.Create(typeof(Bullet)) Render: Entity.Render() Combined, however, it begin ...Show All

  • VidyaSagarCh Possible bug? - Textures and Source Areas

    Hi, I've been experimenting and trying to draw a 2D texture (using a sprite batch) to the screen. Now I've specified a source rectangle for the texture - which is at (x, y) and of width & height 1x1. So essentially a single pixel from the source texture, which is RGBA (0, 0, 0, 255) i.e. solid black. When I render this and specify a destination rectangle, what's rendered seems to take into account the pixels either side of the source rectangle - which are RGBA (0, 0, 0, 0) i.e. transparent black. Now this seems to me slightly illogical or at the least counterintuitive - that pixels *outside* the source rectangle should affect what's being drawn! Well, if someone could explain this to me I'd appreciate it very much, or perhaps confir ...Show All

  • Master Hugo Method for animating rumble on CodePlex

    Hello everyone. First, thanks to everybody who is contributing to the community. You guys are awesome! I wrote some code to animate the vibration of the rumble motors. I hadn't seen this topic come up at all and after playing a really great XNA game that had really bad rumble (either fully on or fully off) I figured it wouldn't hurt to put it up. http://www.codeplex.com/acres The first release has a Windows game project demonstrating a few different rumble animations when you press the various face buttons. I'm really curious to know how people handle controller vibration in their games. Is it an afterthought Do you handle its procedurally or through predefined settings Hi, On a title we did for Xbox we used to feed audio wave ...Show All

  • Aaron Marten - MSFT Adding a simple shader to render a ModelMesh

    I'm trying to figure out how to render with a shader instead of the default render style. I have quite a bit of experience with CG shaders from NVidia so I know the concepts, but when I'm trying to use XNA's HLSL, nothing is showing up. Here's what I'm doing. Any ideas what's wrong I'd like to note that I HAVE been following the help files, but the help files go into DrawIndexedPrimitive rather than mesh.Draw(), which I know isn't required and only helps to confuse me with the idea of applying a shader effect. On Load: shaderEffect = content.Load<Effect>("Content\\Shaders\\simple"); shaderEffect.CurrentTechnique = shaderEffect.Techniques["TransformTechnique"]; effectParam_wvp = shaderEffect.Pa ...Show All

  • NetPochi Build speed with many projects

    I've been working on my first large XNA project and am finding that building my projects takes forever. I have both my Windows and 360 projects in the same solution, and there are 5-6 projects each. Normal setups like this in Visual Studio are a incredibly quick to build on average, but with GSE I notice that it seems to be invoking MSBuild for every project regardless of the solution configuration or dirty state. For example, if I have platform set to x86, my build output window still scrolls the 360 projects, each one taking 1-2 seconds to find out it's not set to build. Worse yet, it does this for every project, every time I build, even if I just made a one line change in an assembly with no dependencies; builds take 25-30 seconds! M ...Show All

  • mattdawg XNA content pipeline importer questions

    Hi, I am new to XNA and C# as well. I am using the code from here ( http://andyq.no-ip.com/blog/ p=16 ) to get a bounding box information. However it crashes at when I do the following -> box = ( BoundingBox )myModel.Tag; I have added the custom importer dll to the properties tab under the content pipeline tab. I cant figure out why its giving this error saying object reference not set to an object. [moved thread to xna forum] Hey, Thanks for the information. Got the bounding box working. Now to only figure out how to get the triangle information out of the model. As well as adding the custom processor DLL, you need to make sure the properties for your mesh asset are set to use this custom proce ...Show All

  • nielsvanvliet D3D10: off-screen surface

    Hello. How to create off-screen surface in Direct3D 10 and then copy its contents to the back buffer The way it was done in DX 9: CreateOffscreenPlainSurface to create surface and UpdateSurface to copy image. Could not find it in the documentation. So, no one of Microsoft pros knows how to render 2d image in DX 10 :) if you want something to be done well, do it yourself well, for the ones still looking for the answer: SpriteToDraw.TexCoord.x = 0.0f; SpriteToDraw.TexCoord.y = 0.0f; SpriteToDraw.TexSize.x = 1.0f; SpriteToDraw.TexSize.y = 1.0f; et voila... TextSize are actually u and v texture coordinates, took me long to f ...Show All

  • ssfftt Can you edit a Model's vertices at runtime?

    Is it possible to edit the vertices contained in ModelMesh Like could I get the vertices, alter their position and set the data back in the collection I ask this because for the terrain object in my game, I want it to be deformable. I've been playing with the content pipeline and my custom importer / processor / writer writes the height data as a byte array. When the object is read back, an index buffer and vertex buffer are generated in the terrain class. The vertex buffer is specified with ResourceUsage.Dynamic which to my knowledge is the only way to make the buffer read / write enabled. I'm considering altering my custom content pipeline objects to create ModelContent objects instead of my current approach, but I will abandon that id ...Show All

  • albewar Where do I get the Framework?

    Everyone seems to be using it. Where do I grab this stuff I never even knew there was a first one. Do I need the 1st one to run Framework Beta 2. How do I open the Framework Have you installed Game Studio Express If not, clicky . If you have, there should be an item off your Start | All Programs. That will launch the IDE. Click the Help | Contents menu item, go to the XNA | Getting Started section, and check out the Your First Game page. Yes there was a Beta 1 and no, you don't need it to run Beta 2. If you install XNA Game Studio Express, you will just launch that to have access to the XNA Framework. It's basicall the C# Express IDE with the XNA tie ins. S ...Show All

  • e_LA Getting Started in 3-D

    Ok, I am reasonable with C# and I would like to become a fundamentally sound 3-D graphics dev. MATH: just finishing up Calc I. Question: If you could suggest one 3-d graphics math book which one would it be Shaders: 1 book on shaders which would it be 3D Graphics: 1 book on 3d graphics which would it be Web: 3 websites that you think would be most beneficial to make my favorites Thank you in advance for your help Maths: Haven't had a look at this book, but you can find a lot of useful information on this site: http://triplebuffer.devmaster.net/file.php id=5&page=0 Shaders: The ShaderX series include example code for some very nice effects. They expect the reader to already know how to program shaders. Be s ...Show All

  • hoabinh Constant Buffers and Effects Framework

    Here's my interpretation of how constant buffers work using the Effects framework: I set up various constant buffers in my HLSL code based on frequency of update. I access and set the constant values using the ID3D10EffectVariable interface. When I use an effect, the effects system determines if the values are 'dirty' within a constant buffer and updates them, but only when necessary. Questions: 1. Can leave all of the constant buffer handling to the effects system I don't need to call SetConstantBuffer for my values to be committed to the hardware 2. Why would I ever use Get/SetConstantBuffer in the ID3D10EffectConstant interface 3. If a variable is shared across multiple effects (and could exist in several different cbuff ...Show All

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