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Software Development Network >> Game Technologies

Game Technologies

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How can I check whether the mic is connected...
How to disable driver anti-aliasing
Is there any way to tell if a sampler has a texture attached in shaders?
How to do anti alias in XNA?
Documentation for Microsoft.Build.Utilities.Task
Fast creation of random numbers?
Should I use Object Oriented programming for games?
Texture alpha channel problem
Help What do I need to download so I can connect to my 360 for XNA?
Dynamically casting an object of unknown type

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  • oneforall2012 "The project type not supported by this installation"

    Any clues as to the cause of this error whenever I open templates Beta 1 project files are not compatible with beta 2 project files. You will need to recreate the project and use Add->Existing Item to add your source code files (plus the necessary code changes due to the API changes) I need to ask this: Did you uninstall beta 1 before installing beta 2 Thanks for the reply. Sorry for not explaining it fully, but it actually occurs both when I try to open a project, or create a new project from one of the provided templates. I've tried reinstalling several times too, but with no luck. :S Yes indeed - it wouldn't let me install when I had beta 1 u ...Show All

  • Bill Baker Screen shots on the Xbox 360

    I'm simply wondering if there is a way to somehow capture the backbuffer contents to a file on the xbox 360 and then transfer that file back to the PC I've checked the framework docs and this forum and it doesn't seem to be possible, but I'm hoping that I am wrong. :-) A screenshot looks slightly less amateurish on a website than if I photograph my TV, even though it still looks like programmer art. The one solution I have come up with is to run the same code on the PC and capture the screen that way. The problem is that my PC GPU isn't on par with the Xbox 360 and I would prefer not to have to write separate shaders just to enable me to capture the screen. Plus, the screen shots would be uglier. T ...Show All

  • Stephan Harper XNA v. DirectX

    I know this has been asked before, but my question is a little more narrow. I want to go into the game industry, and I'm currently programming in what I understand to be the industry standard--DX in C++. XNA seems to be a higher level abstraction of DX, which makes me skeptical that it's more limited, or more for hobbyists. Would learning XNA be a waste of time if I already program in DX I think the real difference is performance. Microsft admits that XNA isn't going to give you the quality performance of say... Oblivion. With DirectX, you have less limitations of where you can go in your games in the future, so it may be a good idea to start there so you don't run into barriers, having to cut down ...Show All

  • furjaw Effect on Texture

    me have create a simple 2D game with Direct3D.Sprite class. me try to make some effect on the Texture like brightness, tint, grow and drop shadow. is there any solution or tutorial thank a lot You could take a look at the samples on MDXInfo.com I hope this helps. Take care. thankyou. but there seem don't have example for "2D". anyway me will try =^^= ...Show All

  • Gal1 Animation mesh sample

    i see there is a lot of folks that ask for a animation sample well it is all ready been written use this http://dtxna.spaces.live.com/ download it it works with all fbx and xfiles but there is a bug in 3dsmax so what you shood do is export your model from 3dsmax in fbx format and load milkshape up and load the fbx file in and save it agian and you will see it is now working i have tryed 50 diffrent models exported from max 7,8,9 and when i load them in to max again there are errors , some bones are gone , and some times there are missing polys , and animation but when i export from max and load the model into milkshape and save it out again all the models are in smaller size and all is working perfect ...Show All

  • Rich Hoffman Can't deploy to Xbox 360 from GSE

    All Apologies but this is a repeat post from 31-Jan buried inside another thread that appears to have died. I can't push code to my Xbox 360 from GSE.  This issue has been reported by other people and their problems boil down to either having entered the 25-digit code incorrectly or, in one case, that their router didn't properly support UPnP. I've regenerated, accepted and reconfigured the key *many* times, making sure I don't have any 0's, 1's, 5's or 8's in the generated key to avoid confusion.  I understand this is a one-time key so I'm not reusing an old key.  I am most definitely getting the key right and choosing accept, not cancel. I have downloaded and installed Windows Media Connect (I'm running Windows ...Show All

  • h1 Creator's Club exclusive content?

    When will we start to see Creator's Club exclusive content I mean, it costs $129 (CDN) for this membership. And I don't think the only thing we payed for was the ability to deploy games on the Xbox 360. I'm guessing we'll have access to some member-only assets. And lots of other cool trinkets. If this is the case, when will see our money's worth Also, any news on XNA Racer I agree that there should be some more content right now, but it is still a hell of a lot cheaper than paying for a Dev Kit to see and play your games on the 360. @Bapa - There was a large discussion about this a few days ago.... http://forums.microsoft.com/MSDN/ShowPost.aspx PageIndex=2&SiteID=1&PostID=111018 ...Show All

  • meoryou Procedural Texture2D = Blurred Texture

    In my application, I am procedurally assembling a texture from a non-standard data source.  When I display the texture at a 1:1 ratio, the image is blurred considerably.  I am assembling the same texture to a GDI+ picturebox directly next to this, and its crystal clear.  The difference is one is assembled to a Bitmap while the other is assembled to a Texture2D.  The code is otherwise identical; indeed, they are assembled at the same time with the same code. I seem to recall encountering the same problem when I started using GDI+ a few years ago, but the solution I used then is not coming to me (and likely would not work here anyway).  I saw in another thread a mention of setting Min, Mag, and Mip filters to Point t ...Show All

  • Vijay Ram S problem with importing .x files

    Hi, I am using Blender to export a .x file either with animated bones or the simple skin mesh. Both files load fine into the dirextX viewer, but only the simple mesh gets read into XNA. The .x file with the animated bones gives the following error before starting any game specific code: Error 1 Error normalizing vertex bone weights. BoneWeightCollection does not contain any weighting values. C:\Documents and Settings\Leif\My Documents\Visual Studio 2005\Projects\testgame\testgame\assets\meshes\stinger-rigged-attack-slow.x testgame The .x file contains vertext bone weights (it plays just fine in the dirextX viewer). The file format is ASCII. Does anybody know why I have this type of error Cheers, Leif ...Show All

  • Zero WangXin XBox 360 Wireless Controller on a PC

    I've downloaded the drivers for the XBox 360 controller from the MS hardware website, yet when I connect my wireless controller via the USB cable, the "Found New Hardware" wizard fails to recognize it (and continues to prompt for the drivers). What am I missing here Thanks, -dn DarthFahza wrote: Mine is in the same room as my xbox as well on the wireless receiver is a button, you press the button, then press and hold the little tiny connectin button on the xbox controller until the lights stop spining around then its connected to your computer. so you'll have to relink it to your xbox to use on the xbox Awesome! Thanks for the info. My second controller will finally get some use. ...Show All

  • Dmitry Pavlov Beginning from what release of the DXSDK is the final release of the Managed DirectX 1.1 shipped with?

    "Beginning from what release of the DXSDK is the final release of the Managed DirectX 1.1 shipped with " I would like to use XNA for my project but since its still in beta, I will use MDX 1.1 instead. Every time the D3DX DLL change MDX 1.1 is updated too. The version in the latest SDK is therefore always the newest. The August SDK installs the latest MDX 1.1 too. MDX 1.1 has been final for some time now. Yes I know that sir, but what I'm asking is (let me rephrase my question) since what release of the DirectX SDK is Managed DirectX 1.1 finalized, prior to releasing Managed DirectX 2.0 Beta, so that I can use the latest update on MDX 1.1. And another question, if I install the ...Show All

  • ooboyle Develop limitation?

    I read that XNA programming game can be used or played on XBOX only if XBOX is permanently linked to PC. Is it true Second question: If I build a windows game, can I sell it Do I need some license from Microsoft Are there any limitation for Windows XP (something like XBOX license limitation at the moment) Thanks simon Lets assume I wrote a superb XNA game, it runs well and it about as good as the other xbox live arcade games, what are the chances Microsoft will actually get in contact with me about selling the game on xbox live arcade Is there a size limitation of xbox live arcade game, might it be possible in the near future to download 1 GB big xbox live arcade games that have as much content as ...Show All

  • jay22 Cannot debug content pipeline

    I am having problems trying to debug the content pipeline. Following advice in other posts, I put System.Diagnostics.Debugger.Launch(); in my processor code (in the Process method) to launch the CLR debugger. The just-in-time debugging window pops up, prompting me to start the CLR debugger. But when I do, I get an error message saying 'Unable to attach to the process'. I can't manually attach either the CLR debugger or Visual Studion 2003 (enterprise) to any managed process - like to Visual Studio Express or my game. It's going to be difficult to work with the content pipeline if I can't debug my code, so any suggestions would be greatly appreciated! Just guessing but is it possible you've got an old vers ...Show All

  • sowjanya Named Materials in Model

    I'm trying to draw a model (imported from an *.X file) that contains 3 different Materials. In the xna model this results in 1 mesh containing 3 meshparts (one for each material). I intend to load different *.fx effect files for the different materials, but I see no way to find out what material belongs to what meshpart. I would expect a MaterialName (since the materialnames are in the *.X file as well), so I can apply the required *.fx file for that material to each meshpart.effect. What am I missing Then I'll need acces to the *.x file, and as far as I understand it, the contentpipline converts the data in it's own format and doesn't include the original file. I'll try to manually ed ...Show All

  • Eric Allen How do I protect my code when distributing it?

    Having read the FAQ. I noticed that in order to share your game creations (and lets face it, you can't get recognised without sharing your games), you need to send the other person the entire uncompiled game. This includes sourcecode, graphics, music, sound etc. etc. They then compile the code and download it to their xbox360 account and then only if they too are on the games creation program. My key worry here is that you send them everything you have just worked incredibly hard to create. Presumably they can then send this stuff on to whoever they please and god forbid, even sell it on! It strikes me that there isn't much incentive to distribute things this way. How is Microsoft going to prevent the above scenario Is there going to be a ...Show All

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