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Software Development Network >> Game Technologies

Game Technologies

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missing Direct3D device???
How long does it take to make a game?
XNA Parallax Engine
2d Platforms
Managed C# performance loss.
(Clip) Plane transform?
Procedural Texture2D = Blurred Texture
Generating an assembly error with the mscorlib when building sln
DrawableGameComponent ContentManager Member ?
tiled background texture

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Answer Questions

  • CSCNavy I can't find what I'm doing wrong!

    [EDIT]Well, I finally got it to work. What was wrong I don't know. I did get it to work simply by adding a weight variable into the vertex definition, but am not sure why, simply becuase that had not worked before (yes, I had defined them as 1 before). So, no more help needed, I guess... Perhaps you should start with the tutorials included with the DirectX SDK. The second Direct3D tutorial draws a triangle. The tutorials are located in yoursdkinstalldir \Samples\C++\Direct3D\Tutorials. The best way would be to comment out most of the initialisation code using /* */ so you get something working then bit by bit start uncommenting sections until you get to the bit that’s giving the error. ...Show All

  • KingKarter Please Help

    Hello Please I am new in directx and I have a big problem from my first time ,when trying to draw a simple triangle on a form using directx... I wrote this down in C++ Clr (using directx manage),which i took it from a book, it is simple, and I fully understand each part of it :- PresentParameters^ p=gcnew PresentParameters(); p->Windowed::set(true); p->SwapEffect::set(SwapEffect::Discard); Device ^device=gcnew Device(0,DeviceType::Hardware,this,CreateFlags::SoftwareVertexProcessing,p); array<CustomVertex::TransformedColored^,1> ^verts=gcnew array<CustomVertex::TransformedColored^,1>(3); verts[0]=gcnew CustomVertex::TransformedColored(Vector4(this->Width/2.0f,50.0f,0.5f,1.0f),1); verts[1]=gcnew CustomV ...Show All

  • ahmedilyas Post-Processing Shaders and Layers?

    I want to create 2D sprite scenes in GSE the way you work with layers in Photoshop. This is an example of a scenario of what I would like to achieve: Say, I have 2 layers of background and 1 layer of foreground. The first background layer is a sky with a sun. I want to blur this layer with a PixelShader. The second background layer is trees. This layer I also want to blur, but not as much as the layer beneath it, for a Depth of Field effect. The foreground layer contains the grassy ground and the player sprite. On top of all layers I want to put a glow effect from the sun also with a PixelShader. The glow effect should use a Glow Alpha texture that will be "deformed" by the layers, if something is covering the sun those pixel in the Alpha ...Show All

  • Nishith Shah Skinned Animation Tutorial

    I have released a tutorial set that covers the following topics: creating a file tokenizer, creating a content importer, creating a content processor, creating a content writer, creating a content reader, creating your own vertex format, creating a bone pose table, creating a skinned animation controller, and using the controller to view a skinned animation. It is available here: http://dastle.spaces.live.com/ Offcourse I have already added Animation.dll to Content Pipeline But still the message is there. You have to add the dll to the content pipeline in that specific build by using properties->content pipeleine assemblies. Please post further questions/feedback on the codeplex site. ...Show All

  • davidacoder How to deploy on the Xbox at many developpers

    Hello, I'm a student and I'm developping on XNA with my teamates. We have a Xbox 360 and develop on our personnal laptop. When we have tested our project on the Xbox, we can't deploy from each laptops to the Xbox. Does a solution to deploy from several computer exist Thank you for your help. O.C Sharing the key doesn't actually work, because the Xbox and PC negotiate an internal more secure key the first time they connect to each other. That is stored on the PC that did the negotiation, so other PCs will be unable to connect once this has happened. To share an Xbox between multiple PCs, you will have to re-create a new key each time you want to switch from one PC to another ...Show All

  • hollow BasicEffect, adding a texture and redering it.

    I'm trying to add a texture to a cube using the built-in BasicEffect class. Can't seem to get the BasicEffect technique to render the texture. How does one set the BasicEffect technique to allow rendering the texture Here is the cube set-up: public static VertexPositionNormalTexture[] MakeCube() { VertexPositionNormalTexture[] nonIndexedCube = new VertexPositionNormalTexture[36]; Vector3 topLeftFront = new Vector3(-0.5f, 0.5f, 0.5f); Vector3 bottomLeftFront = new Vector3(-0.5f, -0.5f, 0.5f); Vector3 topRightFront = new Vector3(0.5f, 0.5f, 0.5f); Vector3 bottomRightFront = new Vector3(0.5f, -0.5f, 0.5f); Vector3 topLeftBack = new Vector3(-0.5f, 0.5f, -0.5f); Vector3 topRightBack = new Vect ...Show All

  • Corby111 It's better to have XNA framework package without Game Studio Express...

    I'm not trying to say Game Studio Express is bad. I'm going to express that a standalone XNA framework can be more useful. The reason is that I doubt managing contents inside VS is a good idea for serious development. First, there're usually more than hundreds of content files for a game. This is not what VS solution intends to manage. At least, there's no search function. Second, contents are produced and tested by artists. It's better they don't bother to learn VS nor see the mess of source code. And it should be easy and fast for them to test a content without a rebuild. Third, version control systems are usually used in a team. Contents are usually large binary files. It's not always good to use the same version control system for both ...Show All

  • TataJanette Input suggestion

    Please make also event based input option for Mouse and Keyboard. For example. 1.In Mouse and Keyboard, add EventDelegate like Mouse.OnMouseEvent, Keyboard.OnKeyEvent 2.We then just do Mouse.OnMouseEvent+= new MouseEventDelegate(game.OnMouseEvent); 3. OnMouseEvent should look like OnMouseEvent(object sender,MouseState state,MouseEventArg args) { //MouseEventArg tells us what button was pressed,released, wheel moved or //just x,y change } Thanks drEKO   drEKO wrote: i understand what a "game loop" is...I am not beginner, I just need this as a OPTION , for more "GUI" oriented games. Well, if you are experienced - write your own, it wouldn't be hard! Perhaps you could write a compon ...Show All

  • Red Jazz Of Progressive Blood I need to create a mesh from scratch

    Hi Xnacers: I need to create a mesh the from scratch, not load a predefined mesh from an x file using the content manager. I have looked into the ModelMesh and I see that it has Vertex and Index buffers but there is no constructor defined. Is there a way to create a mesh without loading it from a file The code (MDX 2.0) I need to port to Xna is the following. I want to know if this is posible. The steps I used to create a in MDX 2.0 mesh where: //1)we create the mesh mesh = new Mesh (this.device , solidPrimitiveIndexList.Count , solidVertexList.Count , MeshFlags.IndexBufferManaged , PositionNormalTextured.Format); //2) set the vertex buffers using (Graphi ...Show All

  • Lbo Rants on XNA 1.0

    This is my first reaction when I installed and tried the 1.0 of XNA. To summarize my feeling: it's still 95% for XBox and no nearer to replace the old MDX 1.0. So I decided not to migrate from MDX to XNA though I want to do that very much. I feel like MDX 2 more; amen to MDX 2. The hardest issue for me is the content pipeline, which is very necessary, but the workflow is fixed and it assumes the contents are only built before the program runs. The helper functions wrapping D3DX can only be used with types in the content pipeline. I have to utilize the full content pipeline just for generating something dynamically, of course with significant performance cost. Or I have to write those D3DX utilities my self. Currently I don't have a good id ...Show All

  • mlhuckins Using Xbox 360 Controller with my PC (newb)

    I am to understand that you can use a 360 controller to develope games with XNA. I have plugged my wireless controller in via the play and charge cable, but all it does is turn my xbox on in the next room. I assume I need a driver, as my computer did recognize new hardware, but do I also need a wired controller http://www.xbox.com/en-US/hardware/x/xbox360wirelessgamingreceiver/ Seems like you can get any wireless 360 device on a PC.. for 20 bucks! :) I purchased the controller and driver disc package and installed it on my windows machine. There was no problem with it other than the fact that the triggers both output to the same value, with the right trigger making the value go positive and the ...Show All

  • xRuntime error when loading 3D model

    Hi, I'm new to XNA. I tried exporting a simple model like a cube using 3Ds max 9 ( fbx format ) yet when I try to debug I get the following error: "Node has more then one bonecontent child. Unable to determine which one is the skeleton root". When I load the P1_wedge model, it compiles just fine so my guess is the problem has to do with the way I export the file. Can anynbode help me thanks I had this once with a model. From what I can gather XNA expects there to be only 1 bone with no parents. A bone with no parents is a root bone, and XNA doesnt seem to like it if there are >1 of those. The model I created was basically 5 nodes (body, 2 arms, 2 legs - think a headless rayman ...Show All

  • Nightowly Playing In Traffic game sample

    Here is a simple game called "Playing In Traffic", based on an episode of an animation series (which you can see here ) . It was our first xna game (with lots of orphaned experiments and general ugliness), but the source is included anyway for anyone who may find it useful. We will be adding more to the entry page as time goes on, as well as updates to an swf to xna converter in progress now. You can download the game and source here . 2007 should be a great year for the Xbox and consequently XNA, very much looking forward to it. Hope it is a good one for you as well! Cheers, Robin I'm pretty sure that there's a max number of keys that can be detected in one pass. I was trying something similar, except i ...Show All

  • Bubo MDX CheckCooperativeLevel() bug

    It made my day that I finally caught the bug. It has bothered me a long time that Device.Reset() failed silently back from screen-savor or hibernation. I finally found that the return value of bool CheckCooperativeLevel(out int resultCode) is not accountable but the resultCode out parameter gives the right result. I haven't identified why, but in rare situation it returns true when DeviceNotReset. I tried to decompile CheckCooperativeLevel() but it shows: public unsafe bool CheckCooperativeLevel(out int result) { int num1 = **(((int*) this.m_lpUM))[12](this.m_lpUM); result = num1; return ((num1 >= 0) && true) ; } I think it is not correctly decompiled. And I'm not that good at IL so I cannot proof the bug. ...Show All

  • Johan Cyprich Loading of X files?

    I've noticed the ID3DX10Mesh class, but there doesn't seem to be an easy way to load an X file into one. Previously with D3D9 there was a D3DX function called D3DXLoadMeshFromX to do this. Will similar functionality be included for D3D10 or should we handle X file loading on our own Hi! Just wanted to ask, will there be support functions for the X file format in June 2007 update And in case they won't how long should we wait No there are no X File functions in the new SDK. Personally I would stop waiting for it. The X file format was build long time ago and it doesn’t fit very well with the requirements for today’s render processes. Therefore I don’t ...Show All

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