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Software Development Network >> Game Technologies

Game Technologies

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Problems getting XNA working
CustomUI SDK sample is gread BUT ...
Best way to learn
Quadtree project
3D picking - possible solution?
How do I turn on antialiasing?
Why my triangle doesn't appear?
Where is the free artwork that was promised for XNA?
SetChannelVolume
I cannot deploy to my XBox 360, have searched.

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  • Si Keen internal WindowsGameForm class?

    Hi, I was perusing the XNA framework assemblys with Lutz Roeder’s .Net Reflector and noticed the following internal class. internal class WindowsGameForm : Form Name: Microsoft.Xna.Framework.WindowsGameForm Assembly: Microsoft.Xna.Framework.Game, Version=1.0.0.0 Are you considering exposing it in a similar way as you did with GameWindow (i.e. GameForm) This class would seem to satisfy the requests of many people for the abiltiy to use Windows Forms and XNA together (if they want to). This would be especially useful for things like tools, demos, and run-time control of the game using the RAD controls provided by Windows Forms. Right now, I am abl ...Show All

  • NET PR How to grab the screen picture and make a video

    I'M trying to grab the picture on the screen and concatenate it with other pictures to create a video. My question is: what is the basics I should know to start doing this I'm using VS2005 and Directx9. I will be coding in C++. Thank you. You can download fraps http://www.fraps.com/ which you can use to record videos on your screen. Works quite well with XNA. Thanks, but I have already obtained many soft like this one. I will be a bit more specific tough. I have found a way to retrieve a picture from the Device object with Directx9 but I only need to instanciate a device which will give me acces to waht i see on the screen. ...Show All

  • Bluehunter Rendering glitch

    I know im just overlooking something, but I spend so much time screwing around with the parsers, my brain has gone to mush! Please help. Ive written an ASE parser to work with the Mech Commander2 data. Thing is, although the vertices are exactly as from the ASE file, the rendering results sure arent! This is a snippet of the ASE from a cube sample. MESH_VERTEX_LIST { *MESH_VERTEX 0 0.623569 -0.907951 -4.038956 *MESH_VERTEX 1 1.486032 -0.760590 -2.240500 *MESH_VERTEX 2 -0.286734 -1.063480 -1.365539 *MESH_VERTEX 3 -1.149197 -1.210842 -3.163995 *MESH_VERTEX 4 0.286735 1.063480 -4.038959 *MESH_VERTEX 5 1.149197 1.210842 -2.240502 *MESH_VERTEX 6 -0.623570 0.907951 -1.365542 *MESH_VERTEX 7 -1.486032 0.760590 -3.163997 } *M ...Show All

  • Ronaldlee Ejalu XNA/Xbox 360 memory management heads-up...

    I was just browsing through some docs on the 360's heap manager, and it turns out it is a compacting mark and sweep collector rather than the generational model used on the desktop... So... what's the deal regarding: Large block allocation (will it have a large object heap like the desktop version ) GC pauses times (do all threads halt during GC) Rico Mariani recommends a heap size equivalent to the Gen 0 size on the desktop, i.e. ~cache size. That seems way too small unless we are dumping lots of game data into unmanaged memory! Andy. Another thing springs to my mind in respect to garbage collections... Beloved XBox360 has a unified memory architecture, right So we can surely create any kind of buffer ...Show All

  • KAAU Problem with analogue axes in DirectInput...

    Hey, I'm coding something at the moment that uses joypads (or joysticks, y'know) with DirectInput, using DirectX9.0c August SDK in C++, with Visual Studio 2003. At the moment it appears that everything on the pad works... except the analogue sticks. The thing here is that I know the analogue sticks work and are recognised outside of my program, because in the Game Controllers configuration menu in the Control Panel, it works fine. Here: http://img144.imageshack.us/img144/5847/padconfigvz5.png In that config, you can see I'm holding up-left on the analogue stick and a button. In my code, I've made a joypad object that uses DIJOYSTATE2 to store the state of the pad when it's polled. So as I said, every other button on the pad works ...Show All

  • sharindenver what is best way to render scene with great number of textures?

    quiestion sounds excactly like topic :) i have many generated textures (maybe ~100). what is the most efficient way to render all the stuff really good idea, thx dude :) Is this 2D using SpriteBatch or 3D not much found on google, but understud that atlas is somewhat a big map containing all textures in one. the problem is in my case i have many textures of a big size but maximum size of 2d texture itself is not large (so i will be not able to pack all of them into one). anway thx for an advice ;) 3d, i.e. i have many triangles and many textures. Another solution would be to use a texture atlas; google it! Assuming they're all 2D textures that are the same or similar ...Show All

  • yeos_lee How do I create a SecondaryBuffer with 3 or more channels?

    I am using managed DirectSound to make my own sounds. I can successfully create secondary buffers with 1 or 2 channels by specifying the number in the WaveFormat but when I try to specify 3 or more I get an ArgumentException when attempting to create the SecondaryBuffer. Is there a trick to more than 2 channels I have a 5.1 soundcard so I should be able to have 6 channels. Here is the code I have to create the Secondary Buffer: device = new Device (); device.SetCooperativeLevel(hostControl, CooperativeLevel .Normal); WaveFormat waveFormat = new WaveFormat (); waveFormat.FormatTag = WaveFormatTag .Pcm; waveFormat.SamplesPerSecond = samplesPerSecond; waveFormat.BitsPerSample = bitsPerSample; // 8 or 16 wave ...Show All

  • nbrege how do i creat an .exe game file in XNA game studio express?

    how do i creat an .exe game file in XNA game studio express ive tryed every thing but i cant work it out!!!!! Why what problems are you facing. When you compile an application in the Express system it will create a directory in your project called Bin inside this there will be a debug and release directory, Your exe is located in these directories. One is compiled in the debug mode, and the other is compiled in release mode. Remember that if you do wish to publish this exec you can only use the click once system or a third party product to build the setup program. But you can package the application up and use the xcopy method. Also the client machine must have the xna express system installed, ...Show All

  • CalinMac Does XNA support other than XBox gamepads?

    I have a Thrustmaster Dual Trigger 2-in-1 Rumble Force -gamepad and tried to play spacewars with it. It did not work. Does XNA support only Xbox 360 controllers If not then how do I have to modify spacewars to get it working with my gamepad Will that modification work with all normal gamepads designed for windows or does every gamepad need it's own piece of code I wouldn't be surprised if someone writes an Input GameComponent that handles the 360 controller and uses DirectInput for other controllers. The link to connect works, but you have to log into connect first and then follow the link.... why connect doesn't automatically ask you to log in is beyond me... If anyone wants to vote this i ...Show All

  • Jarodtweiss Fullscreen and multimon

    Hello community. First I appologise if this is the wrong forum to ask this question. I have signed up here hoping to find a community of D3D developers who could help me out a little while I learn the ropes. Anyway, I have a multimonitor setup where I am trying to create a fullscreen window on my secondary monitor. This is mainly for debug purposes but it would be great to enable this in my final product. I have no trouble creating the device, but when I start working on my primary screen the secondary loses focus, and with it loses the device. There is probably a really simple solution to this, but I have yet to find it. Also, when creating a fullscreen window, is it ordinary for for both screen to start flickering while the full ...Show All

  • Luis Alonso Ramos 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. Thanks a bunch guys, I have it working now... Looks like I can get about 300 sprites on my PC before dropping below 60 FPS. I wonder how many the 360 can handle. partial class Game1 :Microsoft.Xna.Framework.Game { private int totalTime = 0; private int frameCount = 0; private int fps = 0; public Game1() { InitializeComponent(); ...Show All

  • Kevdu Using a Primative to obscure View

    I'm creating a loading screen. I'm doing this by drawing 2 primatives to form a simple positioned coloured vertex as a rectange. The square is black, and is the width and height of the screen (as in device.DisplayMode). I'd like this to rectange "cover" the screen while textures are loaded. I'm doing it this way so I can fade the loading screen out to reviel the environment once everything is ready to go. However, because the position of the primative is 0, 0, 0 - and I do not wish to move my camera, the primative is obviously at a distance (not covering the screen). Mathamtically, what is a good way to position this rectange directly infront of the camera, without moving the camera, and without adjusting the perspective ...Show All

  • MatthewFisher Reference rasterizer

    My graphics card doesn't support Pixel and Vertex shader so i won't be able to do anything interesting with XNA, it's what i have heard. So i started thinking: will i be able to utilize the reference rasterizer (only to learn XNA) XNA supports reference rasterizer in addition to the HAL rasterizer Can you be more specific on this Maybe a code example I can't find how to make the GraphicsComponent GraphicsDeviceService to be a DeviceType.Reference. Thanks in advance and continue with the great job! HardwareVertexProcessing means, that your Graphicscard supporting T&L wich most of the DX9 supporting adapters do... with SoftwareVertexProcessing it all ist done by your CPU. Try to install th ...Show All

  • ghead how to fill D3DFMT_R32F texture's data

    I create a floating point texture ,and I will use it to store Z value in pixel shader. LPDIRECT3DTEXTURE9 g_pFristMap ; DXUTGetD3DDevice()->CreateTexture( Frist_MAP_SIZE, Frist_MAP_SIZE, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R32F, D3DPOOL_DEFAULT, &g_pFristMap, NULL ); Now I want to initial texture's every texel data as 1.0f ,for my pixel shader to compare the Z value form ttexture and current pixel Z value ,keep the small Z value,how should I initial this texture LPDIRECT3DSURFACE9 g_pFristSurf; g_pFristMap->GetSurfaceLevel( 0, &g_pFristSurf ); D3DCOLOR color = 0x0010000f; DXUTGetD3DDevice()->ColorFill( g_pFristSurf, NULL, color); is it right thx all ;) thank you,this is a good idea, ...Show All

  • JeanPhilippe Crazy Hiccups

    Any general guidelines for looking into and dealing with crazy hiccups on X360 Every minute or so there'll be a good 0.5 - 1.0 second lockup followed by business as normal. Garbage collection runs a lot faster than that, like several times per second, right Thanks. Ok--glad to report that the friendly name was the issue (I read about the "friendly name" on the MSDN page on running RPM, but they had no explanation on what a friendly name was--maybe they should put up some explanation). I got the right friendly name working, and am pleased to say that I can monitor performance now, and actually improved on the state of things (albeit slightly). I got the latency from 13000ms to 7000ms (still to high). But it's a start! Tha ...Show All

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