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Software Development Network >> Game Technologies

Game Technologies

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Radeon hardware : z-buffer troubles
No typedef and no Include. . .
Using Pixel Shader 3.0
standalone content pipeline
Force Feedback not working with October SDK and managed code
Fullscreen problems....
Multiple XNA Questions
360 Boat game with source
Spritebatch.Draw() with an origin
Unable to render mesh

Top Answerers

sdj_dk
Seppo Kääriäinen
ShawnWilsnach
Andrew Raymond
R.Tutus
eldiener
Run Badwater!
Fady Anwar
Dan Heidel
D. Omar Villarreal
IBM Rational Rose
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Answer Questions

  • ly4587 Getting my application to run on someone elses computer

    I just tried to get my version of my program to run on another computer. The application fails to start up because it fails to find d3dx9_30.dll. The person has on there computer direct X 9c runtime installed. So my question is how do I make my application so it can run on anyones pc who already has direct X 9 installed Will I need an installation program to ensure the person has this file Or can i get by with changing the compile settings. Or can i include d3dx9_30.dll in with the application Using Visual Studio 2005 and direct X 9c Thanks you have clarified everything i wanted to know. I'm sorry if i offended. Yeah i have since contacted the people who need the software and have given them the i ...Show All

  • Terry Smith Creating depth textures and getting back buffer in beta 2?

    Alright, so the API for this is totally different for beta 2. That's fine. But I can't see how you create depth textures now. I'm using them to render shadows. Also, how do you get and restore the back buffer now Do you do something like: RenderTarget2D backBuffer = (RenderTarget2D)device.GetRenderTarget(0); ... device.SetRenderTarget(0, backBuffer); Also, Shawn got to this thread right before I did. But what I lose in timeliness I make up for in volume! :) His answer about why you can't get the depth stencil buffer is much more correct than mine.   Rim van Wersch wrote: I'm not sure I understand your question. In MDX I mostly use a R32F render target as my shadow map, into which I render the depth from th ...Show All

  • bryanedds create a new project for directx

    hi, I'm sorry I'm a noob...:) I have runned samples od directx from microsoft directx sdk, now I want to create a new project from the start: I have tried: win32->consol application, win32->application and empty project in the fist 2 method, many library are added that I don't need(I think because in the samples are not present) in empty project, I add a.cpp file then copy and paste the cpp example of the directx but the result is an error...where I'm wrong thanks:) Open your project's properties (Project menu -> [your project's name] Properties), expand the Linker node, and click on the "Input" item. Make sure that under "additional dependencies" you've included the ...Show All

  • Tan .NetCF Tutorials

    Does anyone have a link to or a game tutorial of their own that has all the coding and explains what everything is and what to do I am a beginner and need to get started somehow with something simple. I am also buying a book for beginners. Language C#. I would suggest looking at the XNA Framework and Game Studio Express (Free), here is a link to start you off . Next you should have a look at some of the C# Books, Here is a link to a small post running in the XNA Game Studio Express Group . You will find that there is a growing community for the XNA Framework, which includes tutorials and starter projects. You should have a browse through the GSE Groups on this site for more information. You can check out this th ...Show All

  • 2162 XNA 3d models invalid texture

    Hello, I wish to use my 3D models I've created in 3D Studio Max. This is possible using the export function. XNA can handle the FBX format. However, employing this exported model gives the following error: Error 2 Invalid texture. Face 0 is sized 367x480, but textures using DXT compressed formats must be multiples of four. It is hard to believe all of my textures should be of the format multiples of four. This leaves a lot of the available 3D models in the dark. Is there any way of avoiding this error Or am I missing something Thanks in advance. I think just resize your texture to size of (2)^n  X  (2)^n  that is multiple of 4   for example   Face 0 is sized 3 ...Show All

  • Michael Hansen Creator's Club Info

    For those that haven't checked out the XNA home page lately, I found this tidbit about the Creator's Club : "Both subscriptions provide aspiring game developers with access to thousands of game assets from Microsoft and key partners such as Turbo Squid Inc., as well as white papers, specialized starter kits, samples and technical product support to help turn Your World, Your Game into a reality. Stay tuned here for more details about special offers for XNA Creators Club members!" You'd better believed I've bookmarked that page! The XNA Racer starter kit wasn't quite ready for prime time. It will be released when it's ready. There's no official distribution point for XNA projects. There is a ton of XNA sites t ...Show All

  • Asday Sprite fails to draw

    I have written a game that is to run in dual screen by using two seperate apps that communicate via Pipes. Generally this works fine and I have no problems, but occasionally one of the screens seems to fail to draw and I just get a grey screen. The game is entirely 2D sprites and DirectX Debug reports no problem and no function calls fail. It is running on a 64MB graphics cards. Does anyone have nay ideas why it might do this and how to resolve the problem or at least catch it Does running two different Direct3D samples on the different monitors reproduce the problem If so then it might be a driver bug. It only ever happens about 1% of the time an ...Show All

  • Domini How to monitor microphone input level?

    I'm using VB.net with Framework 2.0. How to monitor the mic level of the default soundcard I would like to be able to set a threshold value (0-100%) and when the mic level is greater than that a message box would appear. It would be important that the detection would be fast (with as short delay as possible) and consume CPU resources as little as possible. Is this possible without DirectX SDK I found some code in VB6 and C but could not translate them in VB.net. Thank you! I don't believe that the .NET classes include such implementation, DirectX would be the best way for this as it contains everything you need in regards to multimedia (video and audio) I will move this thread to the DirectX forums w ...Show All

  • Greg Christensen Draw 2D circular

    Hi, all i have been few 2D problem, Hope sombody help. Q1. What function can draw circular with directX(c#), for java example g.fillarc(x,y,wdith,height); Q2. How to mirror image Best Regards,   For the circle you can use : x= R * cos (AngleInRad) y= R * sin (AngleInRad) For the Mirror of a Mesh you simple put all the Y to -Y and you have a mirror image on X,Z plan Q1. What function can draw circular with directX(c#), for java example g.fillarc(x,y,wdith,height); U can draw a circle but using a circle texture (texture with a circle in it and transperant around the circle) Q2. How to mirror image When the image is a texture, u can mirror it ...Show All

  • Musafir Spacewar Starter Kit - Fullscreen

    In the Spacewar Starter Kit, how do I get the Fullscreen working on the first run Thanks all Ronan You can put it right in SpacewarGame's constructor. graphics.IsFullScreen = true; Plz can u tell me where at the code should I put this code I`ve placed the code: graphics.IsFullScreen = true; in many places, but still can't make Fullscreen work. In the SpacewarGame.cs there is these tow codes, private bool justWentFullScreen; and private void ToggleFullScreen() that I think should be the ones responsible for the Fullscren, but, still, I got no idea how and where I`m suposed to make the changes. Plz help Ronan hi, game.IsFullscreen = True;  p ...Show All

  • CodyPasspied SpaceWar with a PC controller?

    Hello, I was experimenting the SpaceWar application, but it seems to expect a xbox360 controller instead of a broad PC controller since... well, I'm running it on a PC. Do you know anything about that I should be able to use it. I have a team that wants to use XNA for the PC platform - we could hardly care about the xbox360 at the moment. Forcing our players to have a xbox360 controller when they already have a fully capable controller does not make any sense. Did XNA leave out DirectInput or something I'd hate to drop back into MDX just because of this necessity. If MS has no answer for this, may I suggest that DirectInput should be included in XNA when the program detects its running on a PC Average Joe may not want to play the game ...Show All

  • desijatt UberFX "All-Inclusive" DirectX Shader

    Well, after working a lot with shaders (and more importantly getting them to work on my game), I started re-writing one of the shaders that came in the 3ds MAX fx folder (StandardFX.fx), this effect file has a lot of useful functions, but it was lacking in a few others (and some parts of it were faulty) I fixed it up and added a few things. Below is a list of what the shader can do: - Colors for Ambient, Diffuse, Specular - Specular level - Specular by texture - Diffuse by texture + Two detail maps, each separately scalable + Opacity by texture + Self illumination by texture - Normal mapping - *faulty* parallax mapping - Cubemap-based reflections (those designated by a + were added, some of the others were fixed as well) The shader uses Wo ...Show All

  • Vaish No Support For Initing A Window Handle As Display?

    OK, I've just downloaded and went through the framework a bit already. I must say, this is REALLY GOOD!!! No more mashing around acquiring devices and such, everything just works smoothly. I'm delighted!! But then I found a problem. There are people who were using DirectX managed to create UserControls to display graphics and present data based on a user interface. As far as I can tell right now, the framework only supports creating a device as windowed, or fullscreen. Is there an option to specify a window handle that we can create the device with I know that doesn't port well to the 360 scenario but it's something that some of us do use, and after just a taste of what coding with XNA can do, I don't want to go back to the non X ...Show All

  • Oscarfh Is there any plans to add networking to the XNA API?

    I read that XNA does not support networking in the FAQ. And I realize if it was provided there would be many security considerations to keep ill thoughts at bay. But, does microsoft plan to add limited networking to introduce online XNA gaming possibilities Maybe through a strict set of web services I know XNA is new, but XNA would be limitless if we could rent server space from microsoft or some other 3rd party. They are planning, at some point in the future, to release a professional version of XNA that would have the APIs for the XBox Live communications. Currently, you can implement your own system, but only for Window's games. Well it would be nice ...Show All

  • StarsFire 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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