Software Development Network Logo
  • Smart Devicet
  • SharePoint Products
  • VS Team System
  • SQL Server
  • IE Development
  • Visual C#
  • Visual FoxPro
  • Visual Basic
  • Audio and Video
  • Visual C++
  • Visual Studio
  • Windows Forms
  • .NET Development
  • Game Technologies
  • Microsoft ISV

Software Development Network >> Game Technologies

Game Technologies

New Question

No news about XNA 2?
Direct Answers For A Beginer
can't build space wars; attempt causes VS 2005 to hang
Existing demos with a character that walks through a 3D world/landscape
Depth of GameComponents?
Microsoft's future policy for redistributing Xbox 360 games?
Point Sprites on XBOX 360 causes crash
Sprite Doesn't Animate
using XNA Framework with no shader capability display driver???
.fbx vs. .x

Top Answerers

Ramakrishna_Rao
johnny83
Hazara
dsallow
Chidu
Sanjay Nayyar
FBorda
Jan Kučera
Benedikt
stallion_alpa
sitemap
Only Title

Answer Questions

  • JD Moore Trouble using Asteroid Models

    I'm trying to use the asteroid model from the SpaceWar template, but when I try and render the model, it comes out being mostly transparent. I've copied all the content over from SpaceWar, but it still doesn't work. I used almost the exact same code on one of the spaceships, and it worked fine. Can someone tell me what I'm doing wrong Here's all of unfinished code for the asteroid...  #region Using Statements using System; using System.Collections.Generic; using System.Text; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna ...Show All

  • Sudhakar J Export Games

    Is there any way that I can export the game that I have made in XNA as an exe, so that someone is able to play them on a computer without visual C# Well, they'll need to have previously installed the XNA runtime drivers, the .NET Framework 2.0 runtime drivers, not to mention DirectX 9c drivers. That's more than 25 megabytes of software. If you're posting your game online, your best bet is to tell people where they can download those things easily. yeah thats fine, its just that it takes a while to download visual studio, when people will just play it for a few minutes. But 25 megabytes is not that much, and a lot of people have those things already installed. You ...Show All

  • Jake.K Can I make a Resident Evil=type game with XNA?

    Hi all, Longtime gamer and complete noob when it comes to actually designing a game. Basically, I work in entertainment and have long wanted the chance to tell a strong narrative story in a game. When I heard about XNA I thought this might be a great way for me to learn and experiment with just how one designs a game. Now, I'm not expecting RE4 but I'm basically wanting to know if I could make something along the lines of the first RE or even simpler the first MYST. I don't care if all the backgrounds are pictures, etc. But I DO want to try my hands at level design, voice-acting for dialogue and simple generic baddies to kill, oh and an inventory of weapons! Anyways, looking forward to downloading the beta version tomorrow! ...Show All

  • erikkl2000 XNA Screen Resolution Problems

    I'm finishing up porting my game, Theta Wars (there's a short video of it on YouTube if anyone's interested, I'd link it but my university blocks it here), which thankfully has taken only about three hours. Everything works, but there's one problem: the screen resolution. I have my BackBuffer width and height set to 1280x720, respectively. I understand that the ClientBounds properties determine the actual window borders of the form (I read through the Displays and ViewPorts portion of the documentation), but I don't understand how to modify them. Therefore, only a portion of my actual drawn screen is visible (around 400x300, I'm guessing). How do I fix this Ah, figured it out. Apparently using the Graphi ...Show All

  • lsanches glOrtho equivilent

    Hey, I'm porting a game I wrote with C# + OpenGL a few years back to the XNA framework, it's a simple 2D R-Type clone. I'm wondering how do I set the global projection matrix to an orthogonal view. In my game I did something like this... GL.glMatrixMode(GL.GL_PROJECTION); GL.glLoadIdentity(); GL.glOrtho(-5, 5, -4, 4, -1, 1); GL.glMatrixMode(GL.GL_MODELVIEW); GL.glLoadIdentity(); That would give a orthogonal view to the world, where 0, 0 was centre. I prefer using these smaller units, then the top left 0,0 I see in all the Sprite 2D samples in the framework. So how would I go about this Cheers Phil You can use the static 'CreateOrthographicOffCenter()' method to create the equivalent pr ...Show All

  • Thomas Greenleaf am i digging a hole for myself?

    Hi everyone. I have a simple question-am i making life difficult for myself by choosing xna to develop a game for my final year project the context-i have spent the last few years learing 3d, 2d and digital sound design so would have the ability to create all the media quite easily for a game. my doubts lie with the programming. the only game i have created so far is space invaders. am i being silly to go for developing a 3d game (maybe FPS or platformer-maybe one level) in 8 months I would recommend doing a multiplayer 2D-using-3D game. Doing a full-blown 3D game would require tons of time to create decent content. That would be time better spent working on gameplay. Take a classic arcade gam ...Show All

  • Viktor Weimer XNA and isometric

    Hello all,   what is the best way (if it is possible) to use XNA and build an 2d isometric view   draw a sprite and rotate it   or are there better solutions   thanks in advance..     g..   hello.. please give me an advice.. how can i realise a collision detection like this with XNA http://www.inet2inet.com/inetforums/index.php showtopic=326&hl=collision but of course without colored "collision areas"... any ideas thx There is nothing stopping you from writing a game with a ...Show All

  • SSreejith Pricing

    Hello. This is my first post on the message board. I just wanted to know if I can buy a year of XNA for $100, keep it for a month just to try it, then get the rest of my money back I wanted to know if this is allowed. I wanted to try XNA for just a month just to see how my game will work on the Xbox 360. I saw in the XNA faq that if you have to cancell the membership, they will give you the back the amount of money that you didn't use. For example, I buy $100 worth of XNA but I just use it for a month which is like around $8.33. Can I get $91.67 back. Please let me know if this is allowed. Thank you. Yes you can get a pro-rated refund if you cancel. ...Show All

  • axl Need to learn c# for xna!

    Hello everyone, Just a quick question. I'm really excited about xna and running code on my 360. I'm currently working as a c++ programmer and I'd consider myself at an intermediate level, after finishing my degree and a year in industry. I'm currently teaching myself directX 9 and I want to get started on xna but unfortunately I have no knowledge of c#. I've extensive experience with java from college but I consider c++ to be my native language. Anyway to bring my slightly drink fueled rambling to an end, I've learned the only way to get to grips on a programming language is through small projects. In college we never fully implemented a windows GUI, they taught us swing on linux and I've played a bit with swt in eclipse. So for me it seem ...Show All

  • taxcoder Reloading the same content

    I am having an issue reloading the same content. I load a Texture2D for the first time, and everything is ok. I dispose that Texture2D and load different data into the same variable, and everything is ok. I dispose the 2nd Texture2D data and reload the 1st data into the same variable, and the Texture2D.IsDisposed value is true. This happens whenever I attempt to reload a Texture2D after having disposed it earlier. I am not sure if this is expected, but it seems to me that it isn't. Any help would be appreciated. Correct. It's not clear that that's a "limitation" per se -- it seems like a design choice. Just like the design choice that you play sound through XACT, or the design choice that you ha ...Show All

  • JDCAMP Moving on from DirectX

    Andy Dunn pointed out someone on this forum that had similar arguements that I have been screaming about with DirectX for years. It was hilarious but it also true that other people were seeing what I saw. For one, it is very difficult working with APIs that I simply prefer for development, but support from Microsoft has become slim to nothing and hardly ever have a decent replacement. I have been developing applications for some years now and I just don't feel the same excitement for working with DIrectX as I did the first time I picked up several books on it. OpenGL has continued to evolve with its own shader language, it has a programmable pipeline now, etc. What I enjoyed the most was its consistancy like C+ ...Show All

  • mike11d11 xbox 360 live vision

    hi guys, not sure if this question belongs here but will game express studio have access to the xbox 360 vision camera i mean developing games using the camera thanks in advance If you're given access to the frames in the video stream, you can do your own totemball. Mark Coffman wrote: If you're given access to the frames in the video stream, you can do your own totemball. Yeah, but it would be a serious pain to have to read the frame data to get the player's movements! I'm going to guess that it's not going to make it into the initial release, probably a patch. And that just for displaying a video stream not for doing something like TotemBall. It might not even be ava ...Show All

  • Andrew Mercer Rants on XNA 1.0

    This is my first reaction when I installed and tried the 1.0 of XNA. To summarize my feeling: it's still 95% for XBox and no nearer to replace the old MDX 1.0. So I decided not to migrate from MDX to XNA though I want to do that very much. I feel like MDX 2 more; amen to MDX 2. The hardest issue for me is the content pipeline, which is very necessary, but the workflow is fixed and it assumes the contents are only built before the program runs. The helper functions wrapping D3DX can only be used with types in the content pipeline. I have to utilize the full content pipeline just for generating something dynamically, of course with significant performance cost. Or I have to write those D3DX utilities my self. Currently I don't have a good id ...Show All

  • TAS-man Problem with adding color value to custom vertex

    It may sound ridicolus but I have problems with this for 2 days already... I am fed up with it... The biggest problem is that I cant see what I do wrong, even after reading houndred times other vertex declarations. I have made few custom vertex structures and they worked but the only problem I have, is when I try to add color to vertex. Of course I use the type Color in my vertex and this is my declaration (part) #region Attributes private Vector4 m_Position; private Vector2 m_Texture; private Color m_Color; #endregion #region Static Attributes public static readonly VertexElement[] VertexElements = new VertexElement[] { new VertexElement(0, 0, VertexElementFormat.Vector4, VertexElementMethod.De ...Show All

  • KDS 1000 Audio Analysis

    Hi, Is there an easy way to gain access to final sound buffers using the XNA framework What I'm aiming to achieve is an oscilloscope style wave display of the currently played audio. Is this at all possible Cheers, 71M I was wondering the same thing...will we be able to access the buffers in future renditions of XNA I'm just wondering if it's on the radar...that way if it isn't I can take some time investigating other ways (ie. analyzing the file before hand). This is not currently supported by XNA, sorry! You can read streams...and try to analyze that. But, believe me you don't wanna do this unless you are creating some "sound/music based" app. http://en.wikipedia.org/wiki/Pu ...Show All

383940414243444546474849505152535455

©2008 Software Development Network

powered by phorum