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Software Development Network >> Game Technologies

Game Technologies

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Skinning in BasicEffect
2D - Draw points on screen
error C2061: syntax error : identifier 'IDirectXFileData'
Question about installing games...
Visual C# 2005 Express, DirectSound - WAV data
Any other parameter of EffectEdit.exe ?
Where do I buy the whole devkit for XBOX 360
i need help in graphics
Tint programatically a Texture2D with another Texture2D
directX with windows form

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  • .NETPhreak Power of XBOX360 - raw triangle power

    Hi, I was wondering if it was possible to compare the graphics power of XBOX360 to any of current gfx cards. Say, if it`s capable of rendering same amount of triangles as e.g. GF6800 does. The old XBOX was usually compared to GF3 in terms of graphics performance. The reason I ask is, that I would like to know the general boundaries of the raw gfx power, since I`m planning on converting some of my current games to XNA (and later to XBOX360) as soon as it becomes available. Currently I`m pushing the GF6800 card to its limits, which means I`m rendering a range of 0.5M-1.0M triangles (all unique, non-instanced) per frame and it seems that GF6800 starts to slow down when it crosses 1M barrier. No pixel shaders there, just Vertex Shader ...Show All

  • barkingdog Problems obtaining the GraphicsDevice in a component

    Everytime I try to write something I get hung up on the same problem. I can't get access to my GraphicsDevice so that I'd be able to draw things through components. I've tried several methods listed, such as these: graphics = Game.GameServices.GetService<IGraphicsDeviceService>(); (Where graphics is of type IGraphicsDeviceService) I then call a graphics.GraphicsDevice, but with no success. Another way I've tried to do things is getting to the GraphicsDevice directly through a public property in my component. The obvious thing to do would be to pass the default "graphics" GraphicsComponent into the component, and then use the GraphicsDevice property to draw things in my code. No luck. IntelliSense and the IDE wasn't able to ...Show All

  • Alexander Petukhov concept of games

    Hi i was wodering hwen you make a game 3d .. you use as map .. a multidimen.. array like 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 1 0 0 0 1 0 1 0 0 0 0 1 1 1 0 0 0 0 2 0 1 1 1 ......................................... .......................................... and a loop with this erray .. if found value 1 render a wall.. if found value 2 render a player am i right can some one post some little concepts when using map.. or how pro`s do it please do not sugget to buy books.!!! only free ebooks pls Thanks Guys! Some 3d worlds are created usng a height map to generate a terrain. Search for dome of those as they are too large a subject for the forum. Others are created by artists in 3d modelling tools. Hello zapacila, T ...Show All

  • bulad Resonable Expectations for XNA Game Studio Express?

    Based on my understanding of what I have read so far I have the following assumptions (please correct me where I am wrong) and questions: With the XNA Game Studio Express I will be able to develop PC games and with a developer membership I will be able to compile a version that I can transmit localy to my XBox 360. In the first incarnation that will be released there will be no support for networking (ie. Live) online multiplayer. Is there a legal method to distribute content created from XNA Game Studio Express to specificaly targeting the XBox 360 envirionment (ie. Can you legally provide compiled or uncompiled games with the intent for other developers to download and run your creations ) Will there be any means available for XNA Game ...Show All

  • CHOULANT Noham 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 That's a shame. Will there be an XBox version, as in not that specific class but something similiar, available No, the Dataset functionality (System.Data in general) is not available. True :-) Plus we have full XML support. I believe we'll still have the BinaryReader/W ...Show All

  • Nelson Rodrigues Scrolling 2D Background XNA Tutorial Question

    I posted this in another thread and was given alot of help, and told to make a new thread. Please see below: A small FYI and a question from myself as I start to go through this peice by peice. (code is placed inside of [code] blocks just for easier reading, and incase the forum contains the ability to make it look nice.) I followed the tutorial and ran the created code with an image that was 800x600 and noticed that the peice was about 1 inch to far from the left. There appears to be a small typo in the tutorial: [code] // Set the origin to the center of the texture. origin = new Vector2( mytextureinfo.Height / 2, mytextureinfo.Width / 2 ); // Set the screen position to the center of the screen. screenpos = new Vector2( scr ...Show All

  • Davids Learning Compile in Release

    I am in a huge rush right now. Between VS2003 and VS2005 they moved where you choose whether you compile in Debug or Release mode. Where is it now I have manually added the drop-down box to the tool bar, but it's grayed out. This is extremely frustrating and critical to testing DirectX stuff. That gave me the idear to look for a Run without Debugging button and add it to the toolbar. Guess what, it worked! Yay! Granted, it'd be nice if the dropdown worked as intended though. A fellow MVP gave me this info: > IAC, go to Tools/Options/Show All Settings > Then Projects and Solutions/Show advanced build configurations. > > The docs say: > > Sh ...Show All

  • Capt Howdy Help with moving towards a given point

    I'm kinda new to this whole XNA C# programming stuff so sorry if this is an insanely easy question. I have recently tried to play around with some physics for a 2-d game that I am making. I tried to make an object go towards a point that the mouse clicks on. Here the code i used: private void PointPhysics( Vector2 pos, Vector2 force) { totalpos = (Position - pos); mulpos.X = totalpos.Y * force.X - totalpos.X * force.Y; mulpos.Y = totalpos.X * force.Y - totalpos.Y * force.X; Position += mulpos; } Now the mathematics in this aren't entirely worked out because when I use this kind function the object moves only on a diagonal path, from the top left to the bottom right. Any help on this would be useful. ...Show All

  • binteron XNA Download

    How big will the file be I'm rumming on Dial-up and don't want ot be waiting for hours trying to download it. The beta is 93MB, including 1 starter kit. This does not include Visual C# Express. I hope your servers are ready! Well, I won't get any work done on non-XNA stuff at least. I'm trying to finish up a beta version of a game I'm working on by tonight so I'll be ready for tomorrow. Don't worry, Supernerd. i'll have my limbless brother drag the corpse of a Pony Express rider carrying the beta on CD through the desert with his teeth. It should get to you faster than dial-up. - MrSock You may not want to download it on dialup. The Visual Studio E ...Show All

  • .NetProgrammer Rendering a screen aligned quad

    I am rendering a screen aligned quad, but I get a 1 pixel space to the left and to the top of my quad. The space is 1 pixel on different resolutions and fullscreen / windowed. I create 4 corner vertices like this: new VertexPositionTexture(new Vector3(0, -1, 0), new Vector2(0, 1)); new VertexPositionTexture(new Vector3(0, 0, 0), new Vector2(0, 0)); new VertexPositionTexture(new Vector3(1, 0, 0), new Vector2(1, 0)); new VertexPositionTexture(new Vector3(1, -1, 0), new Vector2(1, 1)); I get the space even if I do not transform the vertices in my shader. Just to note, my quad looks great only the 1px space is wrong. Anyone got a suggestion I found the answer. I had to substract 0.5 from the position of the ...Show All

  • Kevin MacDonald Methods to check 2D rectangle collision?

    I enjoyed Win32's IntersectRect() before for this kind of work. Is there a similar method for 2D collision The BoundingBox class has an Intersects method I believe. Works basically the same as the API call. 2D is 3D with a 0 Z axis. I'm using BoundingBoxes in my 2D games with no problem. You could wrap BoundingBox with your own implementation for a BoundingRectangle, providing the appropriate Intersects methods and calling the 3D methods under the covers, but I agree it would be nice to have 2D equivalents of the BoundingX functionality. Bill If you rectangles happen to be squares (or a circle if the circle goes to the edge of the texture), then you can check the distance between t ...Show All

  • seco Where is physics???

    XNA Framework = MDX Where is game library ! Actors, Scenes, Physics, Reactors, Particles, AI, etc... Ok. Tks But MS tell about easy Game Dev... I don't see any difference from MDX. XNA is not a 3D engine. XNA is a framework, a library of classes and documentation, etc. that facilitate in making games. If you want to look at my 2D Coldet code, you can view it here. http://svn.openxna.net/Xna5D/trunk/Xna5D/Xna5D/Physics/ It does require that you implement IPhysical and ICollidable, both of which are easy. XNA is MDX 2.0. Its not any easier, but will (eventually) have more stuff than MDX and is similiar to a new release of MDX, etc. ...Show All

  • leovernazza I like that... maybe with a list?

    Hi: Are there any tutorials regarding applying any effects to sprites or textures For example I want to apply 'motion blur' based on the sprites velocity vector. Do I need to write some kind of custom shader or does the XNA framework have this included Any help greatly appreciated! Regards: John I would like to try is both ways... can anybody point me to some tutorials on creating a Pixel Shader and applying it to a 2D Texture using SpriteBatch.Draw Regards: John I like that idea. For example you could have a list of, say, the last 5 draw positions, and update the list in your update() loop. In your draw() loop, you go down the line from oldest to newest, least opa ...Show All

  • Mega_x Whats the deal with DirectX being owned by XNA?

    How come when I go here: http://msdn.microsoft.com/directx/ I get redirected here: http://msdn2.microsoft.com/en-us/xna/aa937781.aspx Is XNA making a move on owning DirectX It seems after reading some basic information on microsoft.com regarding recent statements about XNA and its current goals I'm led to believe that perhaps the whole of DirectX is being cut up and fed to XNA. First DirectShow goes. Now I realize even basic support I had in DirectX 9.0c is not even supported in DirectX 10. Basically I'm gonna have to port a graphics app engine from DX9 to DX10 and have to include DX10, at least some DX9 headers/libs, the seperate DirectShow files, and if I want rumble support for my Wireless XBox360 controller for Windows I ne ...Show All

  • Zep-- How to silently ignore missing textures?

    I need to silently ignore missing textures files from my models. I think this should be done by overriding the BuildTexture in the MaterialProcessor. How can I do this Thanks, [ContentProcessor] class MyModelProcessor : ModelProcessor { protected override MaterialContent ConvertMaterial(MaterialContent material, ContentProcessorContext context) { return context.Convert<MaterialContent, MaterialContent>(material, "MyMaterialProcessor"); } } [ContentProcessor] class MyMaterialProcessor : MaterialProcessor { protected override ExternalReference<TextureContent> BuildTexture(string textureName, ExternalReference<TextureCo ...Show All

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