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Software Development Network >> Game Technologies

Game Technologies

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XNA release date?!
Spacewar Starter Kit - Fullscreen
Could C# be the future of gaming?
Rotation in (XOY)
Saving model to .x file
Drawing order of primitives
scrolling background with xna
Learning MDX 1.1?
How do you implement Fog into a scene?
Is Boo a viable option for Scripting for both PC and XBox360?

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  • lawrieg Will the MethodInfo class in System.Reflection be available on Xbox 360?

    I know portions of System.Reflection will not be available on the XBox 360 version of the .NET Compact Framework. I'm wondering if the MethodInfo class will, It would be nice to be able to call C# methods by name and I can't think of any security reason why this would be a problem. Great thanks! The MethodInfo class will have the same set of Properties/Methods/Events as available on the .NET Compact Framework. ...Show All

  • looplocal Finding frames per second?

    I've modified the starting program you create in the XNA help file to create 2500 sprites in random areas and bounce them all around... What I'd like to find out is how many frames per second my PC is getting just to see how many sprites I can have on the screen at what framerate. How would I go about finding my framerate and displaying it onscreen Help is much appreciated. Also check out Game.ElapsedRealTime. This is the amount of time that elapsed between "Ticks". If you use this value in Draw() it will represent the wall clock time elapsed since the last Draw. Using the value in Update is less useful with IsFixedStep = true because the elapsed wall clock time is likely less than your tick time. yes that true... h ...Show All

  • JohnnyR Implementation of effect passes

    How are effect passes implemented in the graphics pipeline I am implementing an image processing framework in managed directx, and am confused about how multiple passes are performed. For example, to apply two pixel shaders to a scene there are two approaches I could take: Apply the first pixel shader, render to texture. Set the render target as a source texture, then apply the second pixel shader. Or... Implement the pixel shaders as two passes in an Effect. What is the difference Thanks, Andrew. The second case will not make use of the results of the first operation. Both passes are independent, and you will need some sort of frame buffer blending to compose both passes ...Show All

  • Pragmented TargetElapsedTime and Animated Sprites

    So I'm looking at the help on Animate a Sprite. It suggests using TargetElapsedTime to set the rate the animation frames play back. Say I have an explosion that is 6 frames and I want them to play back at 4 fps. Well if I set TargetElapsedTime that slows the entire game world down to 4 fps. How do I go about keeping the Game running at the default of 60 fps but my animation running at 4 fps The obvious way is to roll your own solution using elapsed time in the update but then why does the tutorial want you to use TargetElapsedTime I keep feeling like I'm missing something obvious. Thanks for any help. Thanks for your feedback on the AnimateSprite demo. It was mostly intended to show frame shifting wit ...Show All

  • SylvirCoder Function pointers and calli opcode

    Hi, Is the 'calli' IL opcode supported by the Xbox360 .NET framework (for calling managed function pointers) Will I be able to get a pointer for a managed function (with 'ldftn') and call it using 'calli' This bit of IL was from C# code that created a delegate, not code that loads a static delegate field onto the stack (like ldsfld would). ldftn DataArray.DataNode DataArray.Tests.Tests::TestCommandHandler(DataArray.DataCommand) newobj instance void DataArray.DelegateCommandHandler/CmdDelegate::.ctor(object, native int) Still doesn't answer your question about 'calli'. Cheers, Leaf. I'm only guessing but I don't think there should be any difference between the IL opcodes that are supported on t ...Show All

  • peetha Embedded Resources?

    Hi guys, I have a quick question. For my project I am creating a game library to go along with my game. In this game library are going to be some components that will need shaders to be drawn. My question is, can I compile these shaders as an embedded resource in the game library project and still be able to use them on the XBox 360 Thanks! Xbox uses a different version of the shader compiler to Windows, so you will need to compile your shaders twice, once for each platform, and embed the appropriate one for each version of your DLL. The easiest way to do that will be using the content pipeline to build an effect, then embedding the pipeline output file as a resource. Shawn is it sa ...Show All

  • omoeko Image Zoom with Sprite Draw

    Hi, I stopped using Sprite.Draw2D with the October SDK (which I still use), replacing it with Sprite.Draw. However, I believe with Draw2D I could zoom my jpg image simply by specifying a different size for my source rectangle while leaving my destination rectangle unchanged. My question is how can I do this using Sprite.Draw Or should I download a later SDK (perhaps the Sprite.Draw2d bug is now fixed) and revert back to Sprite.Draw2D Many Thanks for your help. Jim A "zoom" approach is used in the Simple2D sample in the SDK. ...Show All

  • Dmitry Radich WPF and DirectX

    We are building a CAD application that will target Windows XP and Windows Vista So we are using WPF for the interface The thing I want to know is how well WPF can integrate DirectX(Drect3D) content (if anybody tried that) and which are the limitations The only references that I found was about using HwndHost which can let you interop with win32, com, directx. Generally speaking, you should avoid using WPF and DirectX together, unless you have no problems with the strict airspace separation enforcement caused by WPF. Then you have already found the only way to get WPF and DirectX working together. Ralf is right. They don't play well together at all because of "airspace" rules. WP ...Show All

  • ArielNY C# modulus operator % sucks?

    So in C# when I do -1%something I get -1, which means I can't really use it as an array index without a bunch of stupid error checking.  Is there some way to force the modulo operator to actually give me numbers from my field (e.g 0-5 for modulo 6) Edit: Well, I made this post at 2:00 am and it shows, here is what I have issue with: i = (i+1) % 6 will result in numbers from 0 to 5, which I could use for an array index i = (i-1) % 6 will result in numbers from 0 to -5, which can't be used in an array index Obviously, the absolute value of those results would not conform to any logical value, either (for instance, array[-1] and array[1] would be the same value, even though they should be 2 values apart if I decremented twice ...Show All

  • hmayer complete newb to XNA

    The only thing I am good at designing games right now is just putting good ideas down on paper and expanding on them. Their in lies my problem, I want to put my ideas to work and develop the game ideas I have and see if they would really work or if other people would really like them. So in very simple ways what are the best ways to learn how to use XNA, especially video tutorials since I am a visual learner. Read this other post , I just put two main MONSTER links for XNA info/tutorials and Free Reources in there Hope that helps Darkside Video tutorials: here here 2 First thing you must learn is... the forum search function. Lots of good thread in the XNA framework forum to ...Show All

  • BabuKP Options for older laptop w/ no shader suppport?

    Besides my desktop, I have an older Vaio K35 laptop w/ Radeon IGP 345M integrated graphics. I can install DX9, XNA and Game Studio Express, and I can edit/build XNA projects. However, the integrated graphics dont support the minimum shader version so I get an exception whenever I try to build/debug. I looked for newer drivers, but so far it's a no go. Is there a way I can force GSE to use the directx reference renderer I don't really care about performance, I just want to see that thinkg look visually okay. Even 1fps is fine. I just want to have a way to work on my XNA projects while on the road. Have a look here: http://www.nuclex.org/node/118 I haven't tried it myself. -Mike ...Show All

  • Robert F. XNA (Maps from Text File)

    Hello, I'm coming across a big problem while attempting to make an XNA game. I have a resource with a Text File loaded into it with my map using "+" as the walls, however I'm unable to get my code working right. public Game1() { graphics = new GraphicsDeviceManager(this); content = new ContentManager(Services); // !!!MY CODE!!! Assembly asm = Assembly.GetExecutingAssembly(); Stream stream = asm.GetManifestResourceStream(@"Game1.maps.map01.txt"); List<string> map = new List<string>(); StreamReader sr = new StreamReader(stream); string line = sr.ReadLine(); while (line != null) { map.Add(line); line = sr.ReadLine(); } ...Show All

  • MMCompton D3D prepare triangle buffer in thread

    I am still trying to figure out some of the "best practices" for drawing a huge number of triangles/objects. Is it a common thing to do the following - have 2 sets of buffers: active and passive - Thread A running the render loop using active vertex buffers and index buffers - Thread B picking up the current camera position and object positions and preparing passive vertex buffers and index buffers and flipping active and passive buffers when ready and start over Slight graphic errors might be possible because of wrongly sorted actice buffers in a few frames when objects or the camera moves, but this would at leas guarantee a fluent animation, correct Is this a common practice or is there anything that would preven ...Show All

  • Clay B using ALIAS maya 7 in c#

    i wanna to develop maya objects in c# and i don't know how it's need library or program to convert the maya extention to be fit with c# i don't know how Do you mean Autodesk Maya thx for the post it was great , now i'm exporting my models to .x file put i don't know how to import the .x in to the c# Are you using XNA Beta. If so you can export your models to .x hi, eehm... I used the DxExporter which is in the Dx SDK.But sometimes it doesnt export correctly... My SDK version is (October 2006) So is there another exporter then that one and btw... i dont have XNA and i dont want to use it in the future ^^ I exported in Maya 6.0 to .ma(maya asci) now i cloud read t ...Show All

  • Michal Szalai XNA - Microsoft lack of vision

    Its real sad that Microsoft, once again, shows this lack of vision for a games development tool: 1: Get visual: Don't force users to write such a lot of code to do just very little. It reminds the Charles Petzold's "Hello Window" hell of code days. 2: Provide visual tools: Let users choose the components, change their properties and write just the required code for the events. 3: Quick development means quick prototype and minimum learning curve. XNA has a lot of things to learn. Definetively it is NOT for students and hobbists. We will have to wait until someone encapsulates XNA framework into a group of visual components, that can be easily drag & dropped, inspected and tested very easily without having to learn lots of n ...Show All

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