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Software Development Network >> Game Technologies

Game Technologies

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Trouble using Asteroid Models
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  • 1HellaNewb Textures don't show up when using Basiceffect

    Hi, I'm just trying to create a couple of walls and apply a texture to them. Unfortunately, when running the program the walls just come out as a grey sort of colour (depending on the texture, the shade of grey seems to change). I'm assuming there's something obvious I'm missing, so I'm hoping someone can help me out. Here's snippets of code handling the basiceffect: //In loadgraphicscontent: Texture2D wallTexture = content.Load<Texture2D>("Content\\Textures\\em2"); theWalls = new Walls(wallTexture); wallEffect = new BasicEffect(graphics.GraphicsDevice, null); //wallEffect.DiffuseColor = theWalls.TheColor.ToVector3(); wallEffect.TextureEnabled = true; wallEffect.Texture = theWalls.WallTexture; w ...Show All

  • RobertWG slowing FPS display with timers... how?

    I'm new to timers, never used them/needed them so how would i go about implementing this What I need is a timer to display the FPS counter i have every second or so... do you mean something like this the FPS updates only after 1 second has elapsed, but it is always drawing a value. float fps = 0; protected override void Draw( GameTime gameTime) { frames++; elapsedSeconds += ( float )gameTime.ElapsedRealTime.TotalSeconds; if (elapsedSeconds >= 1) { fps = frames/elapsedSeconds; elapsedSeconds -= 1; frames = 0; } font.Draw(fps); } What else do you want it to do Do you actually want to do something to lower the FPS rate to value less than ...Show All

  • Praveen Dayanithi Getting started with DirectX and Visual C++ 2005

      Hi,   My setup environment is Windows 2000 SP4 and I'm using Visual Studio 2005.  I'm looking to set environment for using DirectX with Visual C++ 2005.   This morning, I tried but without success to install DirectX SDK using file downloaded from following link: http://www.microsoft.com/downloads/details.aspx FamilyId=C72D9F1E-53F3-4747-8490-6801D8E8B4EF&displaylang=en#Requirements   Even if I verified that, under system requirements, Windows 2000 was listed, after downloading, I received the following error while trying to run resulting "dxsdk_aug2006" file:                     &nb ...Show All

  • HelenaF Displaying Only Part of a .bmp file

    I've seen an implementation in many games where a single .bmp file contains nearly all the needed graphics smashed together. There is, of course, an associated file that knows the location and size of each graphic in the file. Assuming I have created one of these files, how could I use XNA to "navigate" through this bitmap to a specific location and then cut-out a certain size rectangle to be displayed on screen Is this something spriteBatch.Draw can accomplish or is another method used Thanks! The source rectangle parameter in the Draw overloads does just that. That's great - no messing aroun with UV coordinates on verticies :) Wow, that's incredibly easy. Thanks. ...Show All

  • Ekta Which VertexFormat does the ModelMesh has?

    I need this to be able to convert to the proper vertexformat. I only need the vertex position. How do I know which vertexformat the modelmesh has Is it VertexPositionColor, VertexPositionNormalTexture or what Also, I have the raw vertexdata in a array of bytes. How can I convert this to the proper vertexformat. For example, how do I convert byte[] to VertexPositionColor[] Thanks in advance! Code something like this should work, but for me the Model's VertexBuffer was created with WriteOnly flags, so GetData won't work. Not sure how to change that when using the ContentPipeline.                 unsafe     &nb ...Show All

  • DanBog XNA Breakout

    Hello, I have about a year of experence with C# and I have tried a simple game using XNA, I made breakout with some crappy homemade graphics Would anyone mind to look at my code and tell me what I could do better with Note: The game is not completely done yet but for the most part, it works. Code is at http://joshmackey.net/programming/XNA/XNA%20Breakout/ Working nicely! One thing that I found that made the game dull is that the X-axis speed is always the same, just being mirrored when hitting the side walls. This makes the game just a matter of waiting for the ball to come up and down, and doesn't let the player have the ability to "redirect" slightly the movement of the ball to their liking, trying t ...Show All

  • SimonS_ Best approach for terrain?

    Hello, now that I've learned a little bit about drawing primitives and even managed to draw a spinning cube with my wifes photo mapped on it, I think I'm ready for the next step :) As you can guess from the subject, I want to create terrain. What would be the best way of doing it with XNA Is it better to create it outside the engine with some 3d editor and import it or create it in game with some Meshbuilder class Any ideas, suggestions are welcome. Mind you, I'm not new to programming ( >14 years experience ), but new to game programming thing. Thanks, ErnisJ Your initial terrain code will naturally just render the entire terrain. Just try generating larger and more detailed terrain and you will se ...Show All

  • Leon Mayne Ignoring mouse events outside of window / while app is not focused

    I see that the mouse / keyboard state reflects the state of the mouse / keyboard even when the application is not focused. In a way, this makes perfect sense. What I'd like to know is what is a good way to make sure my application does not process these events when the app isn't focused or a click happens outside of the app window. Thanks! Yes sorry !! I don't see that :) Thanks for the info ! by using this : for not fullscreen : Resolution_Height = graphics.GraphicsDevice.Viewport.Height; Resolution_Width = graphics.GraphicsDevice.Viewport.Width; Resolution_X = graphics.GraphicsDevice.Viewport.X; Resolution_Y = graphics.GraphicsDevice.Viewport.Y; you can check if the mouse is inside your game. for fullscreen : Y ...Show All

  • Dylan Barber Putting a hole in a sprite

    Hi all I am currently wondering how I could put a hole through a sprite "on the fly" during gameplay, such that the background behind will show through Some sort of blending, or combination in the spritebatch class I suppose, but I havn't yet worked out how. Any suggestions Chris J. >>Your use of them is elegant & illuminating Why, thank you! :) >>Have you noticed the behaviour when you target near the edge of the screen Oh yeah, that's because the code tries to crop a part of a texture that doesn't exist...could easily be avoided by putting it into try-catch block. >>This XNA stuff is certainly exciting. Its also nice to have a commited forum. I'm also ...Show All

  • prince-simo XNA framework for non C#

    One of the great advantages of the .NET framework is that developers can work on the same project in different programming languages. As I'm reading about XNA, it seems that this will not be possible with the XNA framework. Will the only programming language that has access to the XNA framework be C# As you probably ran across in your research, the XNA Framework demos we showed were in fact written in C#. We're still in the process of evaluating what languages we'll support as we move forward with the XNA Framework. Was there a specific language you had in mind I'll be happy to make sure the rest of the team gets your feedback. Thanks! Michael Klucher - MSFT wrote: That's correct the XNA Framework is for Manage ...Show All

  • EvilOneSD Draw 1 Line?

    How can I draw a single line in XNA LineList dosent seem to work with a single line. Here is a simple class that should draw a single line(rest of the code missing). It gives unexpected results. If I increase the number of primatives in the DrawPrimatives call it draws more lines, even though I sent the buffer only 2 vertices. It must be using old data from the buffer. Can you just draw a single line Thanks public class Line : IGeometry { public VertexPositionColor [] vertices; private VertexBuffer vertexBuffer; public Line( VertexPositionColor vertex1, VertexPositionColor vertex2) { vertices = new VertexPositionColor [2]; this .vertices[0] = vertex1; this .vertices[1] = vertex2; } ...Show All

  • SParker ModelMesh / BasicEffect rendering order

    Hello all, I've been doing some standard 3d stuff with XNA, and I found an odd problem of some sort. Whenever I draw 2d sprites after my 3d rendering code, the model I am loading seems to be displayed in the wrong order. I've been using one of the spacewar ships like the documentation suggests. And I'm using the Font class (spacewar) to draw the sprites. I have removed alphablending for the sprites, no luck Changed the drawing order (before and after the 3d scene) Still can't figure out the problem though, any of you know Thanks! Rendering sprites also disables the depth buffer, so this might be the reason your mesh looks wrong. The easiest solution is to tell the spritebatch to preserve t ...Show All

  • roadresident Tabs instead of Spaces by Default, please

    Visual Studio 2003 and 2005 default to tabs for spacing, yet for some reason XNA (and perhaps Visual C# Express) defaults to 4 spaces. Further, to find the setting to fix this is a little confusing - you need to realize the "Show All" checkbox is lurking at the bottom of the Options, check that, and then restart your hunt for the "Tabs" section. Please set the default to Tabs in future versions, for everyone's sanity, and source control savings. I agree. I looked for that option for a long time... twice! Then I finally game up. I'm so glad to have the tabs back. cat * | wc You need something like Cygwin... :) http://cygwin.com/ That's ex ...Show All

  • Bingo Boy culling away front faces

    I am experiencing problem culling away front faces of a simple cube. The culling is performed in an effect shader with CULLMODE = CW; I have listed the vertex and index buffers below, if anyone have any hints to my error please say soo. SVertex Vertices[] = { { 0.0f, 0.0f, 0.0f}, // v0 { 0.0f, 1.0f, 0.0f}, // v1 { 1.0f, 1.0f, 0.0f}, // v2 { 1.0f, 0.0f, 0.0f}, // v3 { 0.0f, 0.0f, 1.0f}, // v4 { 0.0f, 1.0f, 1.0f}, // v5 { 1.0f, 1.0f, 1.0f}, // v6 { 1.0f, 0.0f, 1.0f} // v7 }; // indeces for vertex buffer triangles t0 to t7 WORD Indices[] = { 0,1,2, 3,0,2, // front 3,2,6, 7,3,6, // right 1,5,6, 2,1,6, // top 6,5,4, 4,7,6, // back 5,1,0, 4,5,0, // left 4,0,3, 7,4,3 // bottom }; ...Show All

  • Teo97917 Multiple Lights on a scene

    Hello ; I want to learn an important technique which I can not figure out till today. Even in old games (such as Half-life ) we can see several lights in a scene. But when I look my graphics card capabilities it suppports max 8 active lights. Considering the time which Half-life built the graphic cards were less capable. So I wonder how they can achieve this effect. (Can they be using different textures for each face to imitate real lights if so the game should require too much resources.) Thanks Thanks very much. One more point I think the levels in games (such as buildings, walls and all static objects) are stored in one mesh object and other objects added later (I don't know if this is true) ...Show All

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