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Software Development Network >> Game Technologies

Game Technologies

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Moving the view in 2D games
Wired and wireless controllers behaving different to PWM modulation?
Value cannot be null.
2D - Draw points on screen
Starter Kit suggestion: RST Game Starter Kit
Vertex Buffer Dispose()
commercial programs
XNA Quake bin release
Clipping Layered Sprites (UI Related)
xact xna 3d audio?

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  • kirupa Collision of Rotated Sprites

    Ok. I realise collision detection has been discussed quite alot, but after doing a fair bit of searching through the forums and the web, I still can't find a solution to my problem. I am working on a arial view car game (remember GTA 1 and 2 ) and I am at the point where I need to handle collisions. Most people seem to be using BoundingBoxes, which would work fine in a few situations, but in my case, drawing an axis aligned box around my rotating car would be far too inacurate. I realise that the boundingbox class does not allow rotation as mentioned in this forum, so I am wondering if anyone is aware of an alternative solution. I could solve the problem by creating a series of rotated square alpha images for my car to use when rotating, ...Show All

  • nelpasa Plans for future XNA webcasts?

    Just wondering if there were any official plans for webcasts One of the guys at the webcast that was done a couple weeks back said they'd like to do others. I guess we could see here what the community would like to see to determine what the interest would be. ..and don't forget you get to see me at the end smack Rory upside the noggin for calling me "Dave Mitchell" LOL! I am planning on future videos, no "webcasts" though as I do not have that sort of support / hardware, etc. Should be going over model rendering, shaders, camera stuff, et cetera. Jim Perry wrote: Hmm, can't seem to get that to play. Is that your mug on the first frame edit: downloading, we'll see what happens. edit2: ...Show All

  • ktm300 looking into voice application

    will I be able to take full adavtange of the xbox 360 mike like that of rainbow I want to create a tec demo(not sure if the right word to use) using it for a game demo think of that game facade but with voice. There is no support in XNA right now for voice input from the controllers. Add your request in connect and keep your fingers crossed for future versions. http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=682921&SiteID=1 wow so I could do it in theory, but it would be really hard to do right max d. wrote: I guess that sounds alright for now hopefully they will use the mike on the 360 in a later version of XNA but what do you guys think of a game were you actually talk to the charaters and th ...Show All

  • Catalin Zima right-handed Math Lib

    XNA libraries are right-handed and DirectX API is left-handed. Why XNA team decided to introduce this inconsistency How this will affect porting code from DirectX C++ to XNA The XNA team blog states: The reason we’ve decided on going with this is to ease integration in both content and middleware components. If everyone can agree on the coordinate system, then it makes it much easier to use content or APIs from outside of the XNA Framework. I say “by default” because there is nothing that requires a right-handed system. So if you absolutely need to be left-handed (or something else) you can do so, you’ll just need to do some of the calculations yourself. ...Show All

  • ReneeC XNA Framework runs fine in Visual Studio 2005 Standard

    I was a bit suprised to hear that XNA only worked on Visual Studio Express, but apparently that was just the XNA Game Studio Express which basically gives you all you need for Windows and XBox 360 development. But say if you just want to make a PC game, you can go ahead and install the XNA Framework, add it to your WinForm project, and it will run fine from there. For instance, I just created a empty WinForm project using Visual Studio 2005 Standard, added the Microsoft.Xna references and finally added an initialization and render method. I compiled the application and had no side effects whatsoever. I believe Microsoft wants to enable Windows developers free tools to do what they please, but when it comes to XBox 360 games, of course ...Show All

  • Rraj Learning a programming language AND game programming concepts simultaneously a pipe dream?

    I'm tryig to learn C# programming with the aim of creating games, but boy is it a struggle. I think the stumbling block for most people (and I include myself in this group) whose primary interest in programming is games related, is that a large conceptual leap is required between document-based programming and real-time programming - and there simply isn't any sufficient discussion or tutorials explaining the fundamentals of the concept to ease the transition. The basic problem is anyone who starts out learning a language like C# pretty much finds themself with nothing but books teaching the language from the perspective of programming forms, event-handlers, interacting with controls  and basically looking at exer ...Show All

  • postman7342 Maximized window frame rate issue

    In my game, if I resize the window to fill the entire screen without actually maximizing the window, it runs at 59 FPS. If I hit the maximize button for the window, which isn't really changing the window size at all, since the window is already filling the screen, my FPS drops to 24 FPS. So with the same size window and the same code, the only difference is that the window is maximized. Any idea why this might be happening Bill Well as you probably know, Windows Vista is currently an unsupported platform for XNA as stated in the FAQ: http://msdn2.microsoft.com/en-us/xna/aa937793.aspx I think it's a significant possibility that Vista is the reason for the problem. Have you tested a release build as opposed to a debu ...Show All

  • sfmd 2d resets with nuclex fonts?

    I've done the resets from Shawn Hargreaves blog and it's worked in the past, but since i moved over to the nucles font engine these dont work(even in a minimalistic demo setup). The model(s) are still skewed.... anyone have a workaround Did you try the TextManager class That's what I use and I don't mess with resetting the settings manually. Just create a TextManager class like anything other game component: TextManager manager = new TextManager(this); Components.Add(manager); And then when you render a string instead of using myFont.DrawString(...); You would use manager.DrawString(myFont, ...); And it handles all the resetting after the fact. I believe that should help you out. The TextManager fixed all my problems anyway. ...Show All

  • INTPnerd Where fro art thou System.xml?

    I was using the System.XML namespace in my XNA project for storing definitions, the XMLRead and XMLwrite functions proved very usefull. After upgrading my project to Beta2, the System.XML name space is no longer recognised. is this by design due to the XBOX compatability issues or have i missed something. If XML is nlonger available whats the best medium for sturing structured informationin files now Darkside Look at %XNAINSTALLPATH%/1.0/References/Xbox360 (Variable %XNAINSTALLPATH% does not exist) there is a file system.xml.dll, so I would say System.XML is supported on the Xbox. Check that you have System.Xml in your 'References' section in the solution explorer ...Show All

  • Kamii47 The Unofficial "Hooray I'm Done With my DBP Game" Thread

    When you get done with you game and sumbit it, crow about it here. A little over 24 hours left until the deadline and I'm so amazed I'm done, so much better than college Thanks to ZMan for his help, good luck all. I'll post the source code for my submission once the deadline hits. Bill soooo close a couple things to do after work today then its off. im soooooo nervous. I'm done. I haven't slept this night at all (it's 6 A.M. here ), and I have classes first thing in the morning, but I'm extremely pleased of what I achieved. Just a sneak preview: my game in called Quantum Wars and is all about time/space manipulation in order to win the battle against the other player. I thank ...Show All

  • Michael1956 Physical Memory Question

    Also (I asked another questio about framerate earlier) what is the norm for the amount of physical memory a 2D usaully takes. Mine, according to the Ctrl-Alt-Delete performance counter, takes up about 220 MegaBytes of physical memory. I don't really think that most games take that much. So my question is, What is the normal amount of physical memory for a game to take It DOESN'T MATTER. The physical memory shown in the process manager is mostly a big, fat lie, for various technical reasons having to do with how virtual memory is allocated and managed in Windows. If your game runs fine on the target machine, then it's using the right amount of memory. It's that simple! We once developed a tool that kicked all pages out for a given pr ...Show All

  • cammy9.9 Effect framework with ID3DXSPRITE

    I have been suffering from two miserable rendering problems and was wondering if anyone could provide some quick insights. I was rendering to a target and eventually to a full screen quad for post processing reasons and I would get the clear color and no geometry or sprite drawing. I rendered to texture in two different ways to see if that was the problem (i.e. render to surface interface versus Set/GetRenderTarget). Both ways gave me the same result - only the clear color. All of my rendering code is fine since i see everything when i dont render to texture and just use the backbuffer. Drawing a sprite to the screen with the render texture did work, but my other question is does this interface work with the effect framework/programmab ...Show All

  • George2 Networking in XNA using System.Net (Sockets)

    I have been working hard this past week on a couple of classes (two components) for my XNA engine, Xna5D. These two components have been an Asynchronus TCP Server and Client for networking purposes. I have finally got the code to be working stable enough to show it off a bit. I have wrapped the basic Socket classes and exposed callbacks via Delegates/Events. The XNA Game Component portion can be easily stripped off (I only use it for getting a reference to an XmlLogger component). Speaking of which, if you do try to use these you will need to strip that out (Referencing XmlLogger) unless you have the full Xna5D source. It is pretty easy to do though. A link to the source code (zip)... http://downloads.jsedlak.org/Xna5D_ClientSe ...Show All

  • Scott Lyon Trends in Managed Game Development

    Hello all I'm just starting developing games and am wondering which language / envirronment to write them in. At the moment for experimenting using Direct3D I'm using C#, with Visual Studio 2005 (.NET), and mucking around with DirectX 9, and XNA (the XNA game studio express). I've always figured that the professional game devs use unmanaged C++, but is that changing now with the additional support for managed DirectX So, in short: If I want to make a game using DirectX, what language / environment should I use to make it Thanks =) -Cabbeh > Yes, you are quite right; I'm new to game development (directX, anyway). I would strongly discourage you from wri ...Show All

  • ljc-ljc Handling Save Files in XNA

    has anyone written any tutorials on save files for XNA I'm wondering what the save structure is, or if its possible to specify your own structure, and how we access this data. I've look at the storage overview, but its using FileStream, and I was wondering if it was possible to use XML formatted documents instead of a byte stream. Does anyone have any ideas on how to do this, or if this can be accomplished Sounds this would make a good component project I need to update this tutorial after doing some more examination as there's some problems and it's incomplete, but it might be useful, especially if you're looking to make your game compatible with both PC and 360. There's a good tutorial http ...Show All

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