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Software Development Network >> Game Technologies

Game Technologies

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Animated Sprite - the MSDN example
Simple 2D with D3D9
Could C# be the future of gaming?
Collision Detection Cont.
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  • Amaeze Multi channel sound

    I have been expanding on the example contained in the docs to familiarize myself with XNA. So far, I have are really boring game. Simply a sprite (looks like a baseball) that I control with my 360 gamepad. Left stick controls position, right stick controls rotation and scale. When the sprite hits an edge of the window or screen, the gamepad vibrates, a boing sound is heard and the sprite returns to the center of the screen with its original rotation and scale. Look out XBLA, here I come. Now I want to pan the sound, i.e. if the sprite hits the right edge of the window/screen, I want a louder "boing" coming out of the right speaker. Possible with beta version If so, how Thanks. ...Show All

  • twaltz Compilation error when XACT project has multiple wave banks

    Hi, I am encountering the following error whenever I compile the XNA game project that has a XACT project which has more than 1 wave banks. The first compilation after the .xap file is added to the project would be successful however subsequent builds would result in the following error: Building content threw ArgumentException: An item with the same key has already been added. at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource) at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add) at System.Collections.Generic.Dictionary`2.Add(TKey key, TValue value) at Microsoft.Xna.Framework.Content.Pipeline.Tasks.BuildXactCoordinator.CheckDependencies() at Microsoft.Xna.Framework.Content.Pipeli ...Show All

  • AntonioMaia1 3d multiple model help

    i have 2 models in my game loaded. where one of the models is a gokart and camera follows it from behind. the second model is the track. when i controll the kart the kart moves but the track model stays still. how do i overcome this. this is the code for drawing the track model.(just the track model not the kart) private void DrawModel( Model m) { Matrix [] transforms = new Matrix [m.Bones.Count]; float aspectRatio = graphics.GraphicsDevice.Viewport.Width / graphics.GraphicsDevice.Viewport.Height; m.CopyAbsoluteBoneTransformsTo(transforms); Matrix projection = Matrix .CreatePerspectiveFieldOfView( MathHelper .ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); Matrix view = Matrix .CreateLookAt( new V ...Show All

  • MrPerez multistream rendering problem

    im trying to get multi stream rendering working in dx10, i'm just hacking around with the multistream sample ATM. (what ive got in comments is what was there origonally) /* const D3D10_INPUT_ELEMENT_DESC vertlayout_singleindex[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 2, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; */ D3D10_INPUT_ELEMENT_DESC vertlayout_singleindex[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A3 ...Show All

  • scottre Assign to Vector2?

    This is probably an easy question, how do I assign to a Vector2 This was my first bad guess: Game1.Players .Position = (0f,0f); but it didn't work, I know I can assign to the .X and .Y of the Vector2 but I want to do it in one simple step. Also can you do it without creating a new Vector 2 Cheers Alfons No. Assignment can only ever assign one thing to one other thing at a time. You write: a = b; If you want to assign multiple things, you have to either use two statements: a1 = b; a2 = c; Or you could assign a single wrapper object that contains both b and c: a = new WrapperObject(b, c); There isn't really any other option... Do you try : position = new ...Show All

  • nephsbirth2021 Learning to draw in 2D (tutorial)

    We just finished a new tutorial that should help teach the basics of using sprites including rotation and scaling.   http://www.xnaspot.com/Tutorial_Learn2D.aspx   Please let us know what you think. Submit@XNASpot.com   Also we really want to post what people have been working on so if you have any code samples or even just a screen shot of a game you are working on send it in. gr8! thnx thnx guys, keep those tutorials coming! God knows I need 'm by the way, how would you create a 2D-background, or a splashscreen Would that be a large fullscreen sprite or is there another way to do that Y ...Show All

  • Vonny232 Geometry Shader Performance

    Hello Everyone, This is a fairly generic question, and I promise it may sound like a hardward question at first, but it's not really. Does anyone else notice how slow some of the DX10 samples in the Feb SDK are Specifically those that employ the geometry shader such as the displacement mapped lizard and the example of how to do cube mapping in one pass (when you check "Render Car") They are dramatically slower than other DX10 and DX9 samples. I was shocked when I ran them. Do you think this is because the DX10 SDK/API is in it's infancy Or the hardware/drivers are still too young I'd ask this in a hardware forum but most of those guys don't know anything specific to the SDK or programming, just the buzz words and marke ...Show All

  • DeadlyEvilRyu Future D3DX's not supporting SM1.x??

    I saw this in the October SDK readme October 2006 DirectX readme! wrote: Preview Release of the new HLSL Shader Compiler for Direct3D 9 Targets This release has a beta version of d3dx9d_31_beta.dll that includes the Direct3D 10 HLSL compiler enabled for Direct3D 9 targets (shader models 2.0 and later). The new compiler has no support for 1_x targets. This debug-only DLL allows developers to utilize the new Direct3D 10 HLSL compiler for their Direct3D 9 shaders, and will become the default compiler for all Direct3D shaders. Please try the new compiler by building your application with d3dx9d_31_beta.dll instead of d3dx9d_31.dll. Does this mean in future SDKs SM 1.1 will not be supported any more, or is this limitation j ...Show All

  • Epoch Two big doubts on XNA Beta 2

    1) On XNA help a read: "Dynamic run-time D3DX Mesh loading is not available in the XNA Framework, so an MDX application using D3DX mesh functions, animation controllers, of x-file mesh loading will require game-specific implementation of this functionality." So this is not a quick work make this kind of coding by our self (loading AnimationSet with custom importer, animation controller functionality like mixing two animations and more) and with code optimizations (MMX, SSE, 3DNOW). Model class has just Bones with their transform. The question: now XNA don't have animation controllers because it is Beta 2, or also final release don't have it at all 2) Runtime model loading will be more simple/quick to coding in final release or will be li ...Show All

  • GeoffNin How am I supposed to expose objects as properties?

    Ok, here is the situation. I have a GameComponent that does 2D collision processing called Collisions2D. It requires that an object implement the interfaces IPhysical and ICollidable. Included in these interfaces is the property of type List<Vector> Vertices. This property needs access to other objects in the class that are not created yet since this is not at runtime. I also need to expose the position vector for the object which is held within an object in the class. The designer did not like this at all and had to set up a layer of abstraction so that the properties affect simple types in the class which are then used to update the inner-object's vector. Is this really how we have to do this How are we supposed to expose object ...Show All

  • BertVK Question regarding best way to design my engine

    Currently I have a system (quite basic) with a character moved by a 360 pad, a level with about 10 objects in and I'm wondering the best way to handle my game logic. My Question is really this - I like the way that in Xna the Update and the Draw are seperated - however to use them as I would *assume* they are intended, draw *should* only really draw things, and Update should be where the game logic is updated: To use what i think Xna wants me to do is //Pseudo code void Update() { foreach (LevelObject lo in LevelObjects) { CheckForCollisionWithMainCharacter(lo) } } void Draw() { foreach (LevelObject lo in LevelObjects) { Draw(lo); } } Which seems slightly innefficient to repeat the same loop twic ...Show All

  • Alexan Terrain component source code

    The terrain is split into batches, one batch from every texture type. Each batch has a vertex buffer and an index buffer. It uses quad trees to find which tiles should be rendered. Once it has the list of tiles that are visible it populates the batch's index buffer. I'm sorry for the disgraceful lack of comments in the code, but here you go, a tile-based terrain component implementation for XNA. Download the file here: http://files.filefront.com/Terrainzip/;5526129;;/fileinfo.html For more information check out my new/empty blog: http://kukyona.blogspot.com I dont have a website so Im a little at loss on how to share this with you guys... so feel free to send me any questions or comments on a better place to put this. ...Show All

  • Tryston02 xBox 360 and Windows Development

    From what I understand the whole point of XNA is to provide an environment for developers to develop games that can run on both the xbox 360 and Microsofts Windows XP. However, when I create a new project I notice that both the xbox and Windows platforms have two different starter projects. If I create a windows project will it still be able to run on an xbox Or should I create an xbox project and a windows project and just use the same source files Another quick question, please correct me if I am wrong, but xbox 360 support is not supported or implemented in XNA yet correct So even if I create an xbox 360 project, I can't use it till the final release of XNA That is why I posted this, because I want to develop it on Windows till t ...Show All

  • hipswich Multi threading in a game (using XNA)

    Hello. I am able to create thread and make them exchange information through common objects they know (server / each other reference) Now I would like 2 threads to update a server. Each of those threads takes for inputs a keyboard for one, a mouse for the other one. However, it seems that the thread that listens on the keyboard do not detect events from it. Seems like it is the parent thread that is able to listen to a keyboard event and only that parent thread. How would you do so that a children thread is master over a device even if it does not have the focus Regards, Chryso Well, Simple answer :) Computer Game in XNA that is multi threaded and works (thats the hard part hehe) makes for a pretty effi ...Show All

  • Reed Wyatt GSE Controls

    Hey All, I was looking through a Game Informer, and I came across a XNA Article. In the article I noticed a screenshot with controls that said "Terrain, FreeMovingCamera... etc.". What I was wondering is, are these real controls and if so where can I locate them The screenshot you are referring to is from XNA GSE Beta 1. Although the components are real, they were part of a demo that Mitch put together. Please read Mitch's latest posting on the XNA Team Blog for a few more details on designer support (or lack of it) in Beta 2. http://blogs.msdn.com/xna/archive/2006/11/01/beta-2-changes-part-i.aspx The demo from which that screenshot was taken can be found here (also on the XNA Team Blog). ...Show All

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