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

Software Development Network >> Game Technologies

Game Technologies

New Question

Vista Compatibility
How can I get XNA to draw stuff faceted?
How to Using an Input Method Editor in a XNA's Game
Please Add Non-Generic DrawUserPrimitives and DrawIndexedUserPrimitives methods.
How to import a 3d Model in XNA framework?
classes
Could C# be the future of gaming?
Create a Model dynamically?
Free-moving camera?
Hosting Souce Code

Top Answerers

GiampaoloSanRemo
GrandpaB
Brad Smith
Arran Siu
Samuel I
VivekGupta2812
Kay Chan
JCDS
japt
Keithyboy1
Topix: Painting
Only Title

Answer Questions

  • AGPX C# Performance Problems

    Hi, I recognized, that my framerate is very bad in comparison with some C++ examples. After removing all "catchs" in the render-methods i got 100 FPS instead of 20. Exceptions seems to be really, really slow. Are there some other performace problems in C# which i have to have in mind Reading more into this I found some articles and forum topics that suggest the properties that are of value types do not get inlined where object types do get inlined, wether this is true or not, I am not sure. I come from a business application programming background where I use C# exclusively to build apps, and I would have never considered not using properties, but since using XNA I try to avoid using propert ...Show All

  • evald Help would be very much appreciated

    I am, and have been for some time, very interested in game development but have very minimal knowledge of this area.What i would like to know, is what XNA is and what else would i need to create a 3d game, eg:game engine, modelling tools Thnx for any help, its much appreciated. XNA is a coding framework that makes it easier for developers to make games and be more productive when making games for Windows and the XBox 360. Basically, using the XNA framework and XNA Game Studio Express, most of the work is done for you such as setting up a game loop, setting up communication with the graphics card and input devices. This leaves the developer free to think about game logic right from the start. To use the ...Show All

  • Uwe Heinkel The new Color object and Fading out sprites?

    How are we supposed to fade out sprites In MDX1+2 I used the Color parameter of Sprite.Draw() and slowly decreased the Alpha component. In XNA the Color has no FromInt, no FromArgb, no ToArgb... It kind of sucks.   - JSedlak   EDIT: Figured it out, I have to construct a new Color object and use the overload. Thanks for the support... I was stupified when I found out becuase it was so simple. Indeed, a lot of us weren't sure what to do to make random colours/contrsuct them from ARGB. And still, there is no constructor with the equivalent of FromArgb(...) - they only take the seperate ARGB bytes. Hopefully in the final release there will be a FromArgb method. It would make loading colours from data s ...Show All

  • ElliotHC New Tutorial - Off Screen Color Keyed Map

    I have uploaded my latest XNA/GSE tutorial, this time in response to a forum post asking how to determine what color pixel is under the mouse cursor. The intent was to determine what country the player's mouse was over on a strategy-type game map. This tutorial explains how to use an off-screen color-coded map to make this process simple. The same technique can be used if you overlay a game interface onto your 2D/3D game by making a color-coded image of the interface to determine what controls the user is interacting with. Check out the Full Tutorial for details. ...Show All

  • Bartosz Texture diffusing...

    Hi all - my question is how can I get textures when drawn not to diffuse. This happens when the destination rectangle is bigger than the source rectangle - instead I just wnat to "magnify" the image...stretching the texture out horizontlaly, vertically, or both. With everything I try I either get diffusion (i.e. the image fades as it is stretched, making it semi-transparent), or I get pure black. :S Please tell me what I need to do if possible - thanks very much. Alex Ok at your request here it is: Loading: ' Load bitmap texture from embedded resource. Dim bitmapCreationParams As New TextureCreationParameters( _ 0, 0, 0, 1, _ _graphicsDevice.DisplayMode.Format, _ Resourc ...Show All

  • bluexx ModelMesh.Intersect?

    Is there a method to determine if/where a ray intersects a ModelMesh, or do I have to iterate over triangles myself If I do have to iterate over triangles, which method(s) on ModelMesh should I use to get the triangles There is no mesh intersection method currently in xna. You will have to use the VertexBuffer and the IndexBuffer properties of the ModelMesh in order to get the triangles. Get the data from both of them, and then every 3 indices points to the 3 vertices of a triangle. Have fun. Thanks... oh boy what fun triangle iteration. ;) ...Show All

  • abousoft Anitaliasing when rendering to sprite

    I'm hoping someone can help me get antialising working in my game. I figured out that when rendering directly to the screen I can set antialiasing using these fields at the top of my render function. myDevice.RenderState.MultiSampleAntiAlias = true ; myDevice.PresentationParameters.MultiSampleType = MultiSample.SixteenSamples; myDevice.PresentationParameters.MultiSampleQuality = 8; I've been building a library though, where every asset has it's own render function, and the screen is rendered to a RenderTarget2D and displayed on a sprite, and I cannot for the life of me antialias the 3D objects in my screen. I tried setting these fields in the game render function, on the render functions of all the individual objects, on th ...Show All

  • Spankmaster79 New Analogy for Materials?

    I'm starting to screw with lighting in XNA and I'm hitting a brick wall trying to get my mind out of the fixed-function paradigm (which seems even worse for me since I've yet to stumble across an OpenGL->XNA FAQ, the best I've found is some MDX->XNA). My latest problem has to do with finding a new metaphor for materials. The 3D tutorials aren't helpful in this department, and I've been unable to find any information on the forums. The migration guide ( http://msdn.microsoft.com/directx/xna/migration/ ) says that Materials are gone; how does one define the lighting traits of a mesh now Let's say, for example, that I want to take the cube demo (where each face is a different color) and have each surface wi ...Show All

  • Brian2 New to this - Keyboard Input

    Hey guys. I'm pretty new to the C# language. I've downloaded XNA and I've been messing around trying to create a pong game. So far I've managed to get the two paddles on the screen along with a red ball. I want to add keyboard input to the two paddles (they are sprites). I've been looking around on how to add keyboard input, but the more I look, the more confused I get. If someone could help me that'd be great. Some other things I am in the dark about are how to make your window application a bigger size, and if there is a coordinate plane for the window application. I normally find myself just guessing coordinates for my sprites untill they are places where I want. Thanks. I believe this thread answers ...Show All

  • sbrushey Vector array style

    There does not seem to be a way to access vector elements using array notation, this is really useful for algorithms, any plans for this in the future Fluxtah Its not so important I guess at the moment, just seems a shame I have to decompose a very nice way of doing things from a book, teach me for always buying C++ games books, but thats all you can get really, I can live with what i have for now and if I need an optimisation, I will optimise later. Make it work, make it right, make it fast (I should really abide by these rules more :)) your probably right, its just a shame that my book for octree object insertion demonstrates an algorithm using array indexed ve ...Show All

  • Holm76 Using VertexBuffer with Z-Buffer

    I have a primative which I am rendering from a vertex buffer (positioned, colored, textured), among some meshes. All of the meshes seem to work fine with the Z buffer, texutre transparency works fine... except for when I make my primative transparent, you can only see the cleared background, and none of the meshes behind it. Just to give you an idea, here's some code! (obviously not all in the same method). frontVertices = new VertexBuffer ( typeof ( CustomVertex . PositionColoredTextured ), 4, Device, Usage .WriteOnly, CustomVertex . PositionColoredTextured .Format, Pool .Default); CustomVertex . PositionColoredTextured [] vertices = frontVertices.Lock(0, LockFlags .None) as CustomVertex . PositionColoredTextured ...Show All

  • tackett Need XNA on a WinForm?

    I was able to create this in a WinForm with my previous knowledge on MDX. Most of it was basically the same process, aka writing an initialization method, and a render method. The compilation is much faster than XNA Game Studio Express - roughly only 4 seconds as opposed to 30-40 seconds. Anyway, enjoy... just include the Microsoft.Xna references. I wish there was a code block to put this code in, but this will work for now. Program.cs: using System; using System.Collections.Generic; using System.Windows.Forms; namespace WindowsApplication1 { static class Program { /// <summary> /// The main entry point for the application. /// </summary> [ STAThread ] stat ...Show All

  • Kennon2005 Can we render sprites with 3d world coordinates?

    Dows it work now (in beta 2) to render sprites in 3d world coordinates and not only 2d screen coordinates Sorry, wasn't clear enough. I was talking about the SpriteBatch class, I know a can write my own :-) Sure it does, all you need is a sprite class (rendering quads) in 3D space. The only real difference between 2D and 3D is that you can set depth on the object, and rotate it around the third axis. SpriteBatch does in fact use VertexPositionColorTexture vertices internally, so you'd assume it could easily support 3d sprites. But no. They don't expose any draw methods that take 3d coordinates, and they have an intermediate internal data format that doesn't s ...Show All

  • Larry Surat How hard could it be?

    I mean how hard could it be to make a First person Shooter similar to battlefield 2 What is involved Im sorry Im new at this and still have alot to learn obviously. Thats kinda what I figured but its good to have confirmation on it. I wish someone would make a  battlefield 2 clone. I have many ideals on how I would approach it, its just getting it done is the other thing. AOEA wrote: We'll yeah there's no way he'll make BFII in a year by himself, but he could make a tactical team based FPS that's capable of supporting way more than 4 players in a year or less. The source code to Quake 1-3 is freely available. With that there's no reason why a single person cou ...Show All

  • Omar Fawzi Rotating an entity problems - (Not camera)

    Hi, I'm trying to create a rotate(float pitch,float yaw,float roll) function for my entity class, (The camera one works fine) but despite it working sort of, the model locks up at certain angles(I.e becomes very stiff and hard to rotate, like gimble lock but worse) Here's the function in question [code] public void Rotate( Vector3 Rotation) { Matrix m1 = Matrix .CreateRotationX( MathHelper .ToRadians(Rotation.X)); Matrix m2 = Matrix .CreateRotationY( MathHelper .ToRadians(Rotation.Y)); Matrix m3 = Matrix .CreateRotationZ( MathHelper .ToRadians(Rotation.Z)); LocalRotation = m2 * m3 * m1;   Update(); } [/code]   I've tried every order possible, doesn't make any differenc ...Show All

585960616263646566676869707172737475

©2008 Software Development Network

powered by phorum