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Software Development Network >> Game Technologies

Game Technologies

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Adding a .x Model to the Pipeline by hand
What a drag...
2d Sprites with depth?
Humorous but somewhat serious question about XNA
Do render targets have to be the same size as the back buffer?
DirectDraw Deprication
ZSX4 -- Pretty Pictures
XNA framework for non C#
Triangle strips Vs. ordered index buffers
Multiple Instances of the Same Model

Top Answerers

Reuben
Matt Olson
frieste
Weste
RudySchneider
Jamie Thomson
Toby Broom
Kings Indian
MylesRip
IRB Technician
Graphics Languages Tutorials
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Answer Questions

  • SemiTransparent Blender

    Can blender be used with XNA GSE Just wondering b4 i go and get my new comp this week because my desktop crashed... It looks like you didn't actually combine the three models in Blender. I've said this before. Applying modifiers to models in any 3D application is not enough for exporting. You have to first collapse the altered model into a triangle mesh before you export it for a game. That includes XNA applications. Before you export a model from blender, you're goign to want to collapse it into a triangle mesh. You should be able to pull this off from the editing panel in Blender. There should be an option in the modifier panel that allows you to apply the modifiers permanently. This will take the modi ...Show All

  • Tabas Is it realistic to create one's own engine?

    I'm not new to programming, but I'm new to game programming and C#. I'm wondering to what extent it's realistic for someone to make their own 3D (or for that matter 2D) game engine. The two projects I have in mind for myself are a turn-based 2D war/strategy game, and a 3D adventure game in the manner of "Dreamfall". On the 2D side, I feel confident I could come up with a 2D interface on my own. I haven't done a lot here yet, but I did manage to whip up a little 2D hockey game without peeking at Bill Reiss's excellent 3D airhockey tutorial at http://xna101.spaces.live.com/ . I've even given my computer hockey opponent a very primitive AI. OK, my collision detection and physics aren't great, but I'm not sure how much I'll need either of ...Show All

  • Sherchan Camera Frustum Clipping Problem

    Not sure this is the right place for this ... its not an issue with the framework, but I do need help because I dont understand why this isnt working. If I do the following before the draw of each mesh to see if it should be rendered - note : pmat is the matrix rot/trans for the object to be drawn. ------------------------------------------------------------------------------------------------------------------------------------ BoundingSphere d = cItem.Meshes[0].BoundingSphere; d.Center = Vector3 .Transform(d.Center, pMat); if ( ! Game1 .camera.SphereInFrustum(d)) return ; ------------------------------------------------------------------------------------------------------------------------------------ And my frustum i ...Show All

  • nikoo XNA Beta 2 announced (date 'in a couple of weeks')

    http://blogs.msdn.com/xna/archive/2006/10/23/announcing-xna-game-studio-express-beta-2.aspx (apparantly this counts as a duplicate post even though its in a different forum so this text is to make it different) Ok some things to correct... 1. DirectX SDK has*BI*monthly releases. XNA has had no annoucements about how often it will update. 2. If the SDK changes the XACT file format then that SDK includes a new XACT editor (which writes the file format) and a new runtime component. XNA will choose one of the updates and will use that runtime file. Since the runtime files live side by side quite happily there is nothing for you to worry about. (its currently the August one - and note that October SDK did change file formats h ...Show All

  • chiraj Invalid Call Exception (Dual screen)

    Just finishing porting a 2D project of mine over to XNA (previously it was done using GDI), and since I have dual monitors I naturally tried moving the game window over to my testing screen, as soon as the majority of the window was on the second screen *bam* Invalid Call Exception. When running under debug it breaks on line: spriteBatch.Begin(); (NullReferenceException). Why is it becoming null, and how to I stop it doing this I'm not doing anything to the sprite batch except for creating it, then passing it to my game engine class. I gather that the device is being invalidated due to the screen switch, but I have no idea how to handle it. Regards, Peter Have you tried doing the same with with Spacewar ...Show All

  • help-linux Input suggestion

    Please make also event based input option for Mouse and Keyboard. For example. 1.In Mouse and Keyboard, add EventDelegate like Mouse.OnMouseEvent, Keyboard.OnKeyEvent 2.We then just do Mouse.OnMouseEvent+= new MouseEventDelegate(game.OnMouseEvent); 3. OnMouseEvent should look like OnMouseEvent(object sender,MouseState state,MouseEventArg args) { //MouseEventArg tells us what button was pressed,released, wheel moved or //just x,y change } Thanks drEKO   drEKO wrote: i understand what a "game loop" is...I am not beginner, I just need this as a OPTION , for more "GUI" oriented games. Well, if you are experienced - write your own, it wouldn't be hard! Perhaps you could write a compon ...Show All

  • mobigital IDirect3DDevice9 and multiple windows etc.

    Ok, so you said we could ask anything here... :-) We currently have an app running with thousand of users online, and the client uses DirectX7 2D. Have been test-converting it to DirectX9 3D. Runs very well in test, but before advancing in modifying all the code, I have some questions, which are code design questions... here goes... What do we have now: we have one window with the app running. What do we want to have: multiple windows, showing different graphics from the same graphics-base. So when I create a texture for use with a sprite (for now), then the texture seems to be bound to the device and the device seems to be bound to a window. So if I want to have 5 windows (different size), then does that mean that it has to have 5 d ...Show All

  • Fox Me Up Dream-Build-Play contest question

    In case you haven't heard yet here's the link. www.dreambuildplay.com/index.html I was just wondering if anyone knew exactly when it begins and if you need to have a 360 to be able to enter the contest. Ok, Thanks. :) It sounds like an interesting thing, I'll probably enter my Banshee game... By the way, I don't know if anyone noticed, but the dashes and dots towards the bottom are Morse code for "your world, your game" Cool. I didn't even think of that. No one outside of MS, and even then probably very few outside of whoever's running it, know exactly when as well as what the rules are. Keeping hitting the site eve ...Show All

  • Volksman How play a video file?

    Hi all, I need play a AVI or WMV video in my game...how i do this with XNA Framework it will run in a XBox 360 console Thanks for help, Jose. This has been asked before I believe. There's no way using straight XNA IIRC. You could tap into DirectShow, but I don't believe that'll work on the 360. ...Show All

  • misscricri XNA and Direct3D 10 ( and a bit of WPF )

    XNA seems awesome, and as my plans are to develop 3d animation tools, i'm really looking forward this. my concern is about how well xna will evolve with dirext3d 10 . 1) If i write an engine in xna today, how well it will make the transition to d3d10 when it come to maturity. on a side note as i read xna team is willing to hear app scenarios against xna here's mine : ideally a directx viewport could be my 'art canvas' while i could use WPF to create the UI. Just like 3dsmax is using directx viewports and the UI is made using MFC. knowing a bit about the 'airspace issue' wpf and dx have, being able to draw wpf controls over directx view would complete most of my needs. But as far i understand the problem dire ...Show All

  • mig16 Buttons not waiting for release

    I'm making a Tetris clone in XNA GSE and I'm having trouble with the controls. I've created the pieces and got them to animate using the Animation tutorial in the docs, but when I hook the animation to button pushes, they spin wildly until the button is released. What I want them to do is turn once when the button is pushed and wait until the button is released and pushed again to turn again. I know I'm missing something but I can't think what it is. Here's my UpdateGamePad() method which is called from Game.Update(): private void UpdateGamePad() { gamePad = GamePad.GetState(PlayerIndex.One); if (gamePad.Buttons.A == ButtonState.Pressed) { CurrentFrame++; if (CurrentFrame > 3) CurrentFrame -= 4; ...Show All

  • Srikanth Ramakrishnan EnumDevicesBySemantics

    I am working on a game and have run into a problem. When I call IDirectInput8::EnumDevicesBySemantics with this code: xDI->EnumDevicesBySemantics(NULL, &xDIActionFormat, &EnumDevicesBySemanticsCallback, hWnd, DIEDBSFL_ATTACHEDONLY); I get this error: error C2664: 'EnumDevicesBySemantics' : cannot convert parameter 3 from 'int (__cdecl *)(const struct DIDEVICEINSTANCEA *,struct IDirectInputDevice8A *,unsigned long,unsigned long,void *)' to 'int (__stdcall *)(const struct DIDEVICEINSTANCEA *,struct IDirectInputDevice8A *,unsigned long,unsigned long,void *)' The function has this prototype: BOOL EnumDevicesBySemanticsCallback(LPCDIDEVICEINSTANCE pdInst, LPDIRECTINPUTDEVICE8 pdDev, DWORD dwFlags, DWORD dwR ...Show All

  • GaryMcC My First Project

    Anyone having fun with XNA I have my tetris clone coming along quite nicely.. http://str8dog.shackspace.com/NotmyTetris.png Right now its based on fixed time steps, I am struggling to wrap my head around how to let the game run real time and get the blocks to not fly down the screen. The spacewar example is awesome for picking up how to do various bits like sound, texture management and user input. Hell some of the classes I just swiped outright they were so easy to use. What have you folks been able to do so far That is a clever approach, but I want to base the movement on a specific time span.. so that level 1 the block is forced down every second, level 2 the block is forced down every .5 second ...Show All

  • sidhuvirgoster Stereoscopic vision and XNA

    We have a stereoscopic projection system at work which uses two projectors with polarized filters and relies on twin video streams with slightly different camera positions. Has anyone any ideas if / how I can open two windows in XNA with different camera positions on the same scene Or generate two separate camera views in parallel in one window Any suggestions gratefully received! You can render the same scene into different viewports for the same xna program. For example, this will render as two rectangles side by side left/right. Just change the view and/or projection matrices in each different viewport. However, I'm not sure if this will work for what you want to do. Viewport viewport = new ...Show All

  • MReynolds The thread 0xf900000c has exited with code 0 (0x0)

    Hi, I get this message constantly appearing in the output window. Has anyone else had this, is it bad, can it be fixed Cheers, 71M Is this on Xbox or Windows If Xbox, most likely this is a garbage collection worker thread. Exit code 0 means successful/normal exit, so there's nothing to worry about, even when thread 0xF900000C is not known to me (it is most likely some background helper thread used for launch specific operations.) Sorry, I should've stated that this was on indeed on XBox, so yes it does sound like it could be GC. Cheers, 71M ...Show All

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