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Software Development Network >> Game Technologies

Game Technologies

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Xbox Live Arcade
Frames Per Second (FPS)
Errors in Linking Direct x9 SDK .h &.lib
MDX and XNA
ResourceManagementMode...
Update frames for 2D animations
Finding frames per second?
function like D3DXColorLerp
Update frames for 2D animations
Windows Forms and DirectX

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tasawer abbas
NeilL
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Duncan Woods
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Answer Questions

  • mw_x Tint programatically a Texture2D with another Texture2D

    Hello, Is it possible to tint programatically a Texture2D with another Texture2D For example: I have 3 furniture textures: a chair, a table and a cupboard I have 3 material textures: pine wood, teak wood and birch wood I want to show the chair, table and cupboard in pine wood, teak wood and birch wood. How can I do in XNA Thanks in advance Lluis What do you mean, behind the furniture texture(maps or what)....maybe some examples Is this 2D or 3D application EDIT1: Think about it ...every pixel have assigned value. By reading streams... You can do with this values whatever you like...(I love This One in programming). So answer is: Yes, you can tint texture by another texture... ...Show All

  • smargroth [c#] Mesh.ComputeTangentFrame throws InvalidDataException

    Hi there! the subject is my great problem... i doublechecked everything, but cant seem to find any solution... i consulted samples and tutorials, no luck. what is wrong here what am i missing the code : velements = new VertexElement[] { new VertexElement(0, 0, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Position, 0), new VertexElement(0, 12, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Normal, 0), new VertexElement(0, 24, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.Tangent, 0), new VertexElement(0, 36, DeclarationType.Float3, DeclarationMethod.Default, DeclarationUsage.BiNormal, 0), new VertexElement(0, 48, Declarat ...Show All

  • Gili Fullscreen problems....

    EDIT: I am using Beta 2. I use this as the constructor method... public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 640; graphics.PreferredBackBufferHeight = 480; graphics.PreferMultiSampling = true; graphics.ToggleFullScreen(); content = new ContentManager(Services); } Works great. But when I change the resolution to 800x600, all I get is a black screen. The loop is still running because I can still quit the program. I have also tried 1024x768, that works too. Thought maybe it was an aspect ratio problem, but they are all the same, 1.3333... I have tried turning the multisampling off to no avail. Didnt think that would be it anyways, I play World of Warcraft at 800x60 ...Show All

  • Ingenious Someone from MS should clear this up

    Theres a debate going on in one of the TorqueX forum threads about the creators club subscription and its being claimed that people are deploying to their xbox without a subscription... its confusing some who may be interested in getting one or not. http://www.garagegames.com/mg/forums/result.thread.php qt=55214 AndyL wrote: waruwaru wrote: On a related note, I wish when 360 reaches its end of life, MS would be generous enough to let us run our games without Creator Club/Xbox live. It would be sad if all of our hardwork when Creator Club closes its door. Hmm, how would MSFT deal with this ... oh yes, go and buy the XBox 720 to run it on!!! ...Show All

  • preps Somebody make a tutorial for dumbies?

    Im making my first ever game, and my first EVER use of code, and i tried the Begginers tutorial for your first game, but it seems to assume you know about code by skipping details. Can someone tell me the section that deals with putting an image IN your game and go through it with every detail PLEASE. /// <summary> /// Load your graphics content. If loadAllContent is true, you should /// load content from both ResourceManagementMode pools. Otherwise, just /// load ResourceManagementMode.Manual content. /// </summary> /// <param name="loadAllContent">Which type of content to load.</param> /// this is a texture we can render Texture2D myTexture; //coordinates to draw ...Show All

  • sorcer1 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 :-) 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 support 3d coordinates. If they wanted to support it, they certainly could, and you can ask for it. But if you are capable of understanding 3d concepts enough to NEED 3d sprites, then you are capable of just w ...Show All

  • kayers Effect file parameters

    Hi, I am unable to understand shaders so I use FX Composer. I created (loaded) an effect to one of my meshes and saved its code. When I try to apply it, I can't see anything. I don't know what parameters should I set so I ask for help. How can I make this reflection effect work Here is the XNA code: foreach (ModelMesh spheremesh in sphere.Meshes)             {                 foreach (ModelMeshPart modmeshpart in spheremesh.MeshParts)                 {               &n ...Show All

  • Eric Liprandi Best 3D framework for .Net applications? (not games)

    Hi, I'm looking to create decent visualisations within existing mixed managed\unmanaged applications. I have used managed directx which seemed unfinished and is now apparently dead due to the advent of XNA. I have heard that you cannot use unmanaged code within an XNA application so what is the best route to provide decent 3d support within non-game .Net applications C++\Cli using unmanaged directX Interop\P/Invoke to directX 3rd party port of a free framework e.g. Axiom (Ogre port), Ihrlicht.Net Thanks! Duncan MDX2.0 was not really cancelled but delayed to be included in the XNA framework. MDX1.1's documentation was a little poor. Taking a look at the managed documentation in conjunction with the unma ...Show All

  • thomaskremmel Directx symbol files

    Hi, I've seen that symbol files were available to dowload on microsoft website. I've tried to do something with it but i didn't manage. Could someone explain me what this files are used for. I thought it was unusable without source files, isn't it Also, could someone tell me (or give me a link) how to setup VC 2005 to use this files Regards Guillaume With Google (Feeling Lucky): http://support.microsoft.com/kb/291585/ and: http://www.codeguru.com/cpp/v-s/devstudio_macros/debugging/article.php/c11975/ I hope this helps ...Show All

  • Asher Aslan Some thoughts on XNA Game Studio / Framework

    First of all, I'd like to note that what Microsoft is attempting to do with XNA is commendable. Game development is notoriously hard, getting harder by the month in fact. So Microsoft's goal of simplifying the process, opening it up to a whole new audience of student and hobbyist developers, is a natural one. However, actually attaining that goal is going to take a lot more than XNA. Here's why. The process of game development is difficult for a variety of reasons. When a new programmer first begins to learn game development, the earliest things they will have trouble with are things like wrangling the windowing system into doing what they want it to, reading input, drawing triangles, and loading content into their app. But once they've le ...Show All

  • IntMain Question about installing games...

    Hello, I created a small game in Game Studio and it runs fine on my machine. I wanted to install it on my wife's laptop and it won't work. I upgraded her laptop from .Net 1.1 to .Net 2.0, the same as on my machine. I also downloaded and installed the XNA Framework Runtime. She is running DX 9.0c just the same as I am. But the game will not run on her machine. Any thoughts Thanks in advance... msikes wrote: Hello, I created a small game in Game Studio and it runs fine on my machine. I wanted to install it on my wife's laptop and it won't work. I upgraded her laptop from .Net 1.1 to .Net 2.0, the same as on my machine. I also downloaded and installed the XNA Framework Runtime. Sh ...Show All

  • DaPosh XNA Vehice Physics

    Hi, I've been trying to learn vehicle physics for a car game that I'm making. I took some physics from the SpaceWar starter kit but it doesn't have the right physics for my kind of game. In SpaceWar, when you move the ship and then turn it in another direction, it keeps going in the initial direction. That wouldn't work with a car, which needs to change direction when the wheel does no matter if acceleration is being applied or not. Does anyone know of some real easy and good car physics tutorials and examples out there Thanks, Dan Castellon I have the book. Is it possible to convert the code in the book from C++ to C# Thanks! I think I found something. It's called XNA ...Show All

  • Yustme Q: Deploying a Game Library?

    Hi! I am currently trying to make a game library that contains several Game Components. I created a component, let's say TestComponent, built the project, and then, in another project I manually added the dll to the references. In the code, I can acces the TestComponent Class inside the code (provided I set the using TestLibrary statement) , but the component doesn't appear anywhere in the Toolbox. I probably need to set some setting to the Library Project before building, but I have no ideea what I should do please help! When you say that you manually added a reference to the library, did you add a project-to-project reference, or did you just browse to the DLL In case you browsed to the ...Show All

  • Wesolek Now that D3D10 hardware is available...

    ... has anyone actually been able to run their own programs using only publicly available resources The October SDK requires Vista RC1, which I'm currently using. Seems that they made some DDI changes in Vista RC2 such that it is no longer compatible and the latest publicly available drivers from Nvidia seem to be for RC2 only (makes sense). Even then, I have no idea if these RC2 drivers actually enable D3D10 on their new GeForce 8800 hardware. I doubt any archived RC1 drivers have the necessary parts (can anyone confirm ) nor would any "in box" default drivers. I presume various developers have been using GeForce 8800 hardware behind closed doors for a while, but they'll have access to Nvidia's developer relations te ...Show All

  • Kings Indian Pulling Data from ContentManager

    I've got a question on why to use the content manager. Say I have loaded a texture into the content manager - paddle = content.Load< Texture2D >( @"Graphics\paddle" ) as Texture2D ; If I want to access the data from the content manager, would I have to put something like this - sprites.Draw(content.Load< Texture2D >( "Graphics\\paddle" ), new Vector2 ( this .paddle1.Point.X, this .paddle1.Point.Y), Color .White); Or is there an easier way then that Cause if I have made a texture variable, then loaded it into the content manager, why couldnt I just call the variable directly like this - sprites.Draw( this .paddle, new Vector2 ( this .paddle1.Point.X, this .paddle1.Point. ...Show All

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