Software Development Network Logo
  • Windows Forms
  • VS Team System
  • Audio and Video
  • Visual C++
  • Visual Studio
  • IE Development
  • Visual C#
  • SharePoint Products
  • SQL Server
  • Microsoft ISV
  • Visual FoxPro
  • .NET Development
  • Game Technologies
  • Smart Devicet
  • Windows Vista

Software Development Network >> Game Technologies

Game Technologies

New Question

Animation sample
Is it realistic to create one's own engine?
Converting from a string to Texture2D
XNA 3D MODELS PLEASE HELP
DirectInput8::ConfigureDevices with D3D10?
Text Renderer and Font Generator
Need help with input
Render target save'n'restore
Spacewar - controls not working
Plans for future XNA webcasts?

Top Answerers

ERF
R.Tutus
RayCan
TACIR
bkrcove
dilerabdullah
Ravindra Patil
ReneeC
Beetle54
R.Tutus
Topix: Charlie Sheen
Only Title

Answer Questions

  • Halaway 3D Model Not Displayed Correctly

    I have a 3D model of a go kart and its textures are not being displayed. The textures have been imprinted into the the .FBX file(merged). all i get is a the model in black. The default lighting is enabled but i think its much more than that. could it have something to do with the file itself or should i add something into my coding Xna is reading the texture files imbedded since i corrected a problem where a textures didnt have the right size 24 * 131(my computer doesnt like this) or something like that so... im stumped as to where the problem is. just for some more info i use Maxon 4D Cinema and then exported it where it automatically imbeds the texture files. Thanx in advance Peter. How are you enabling the l ...Show All

  • KedarP Are you making a game for the 360 using XNA?

    if so I would like to have you on our next show. I co-host a Xbox Gaming Podcast called XBL Radio and every other show we have a gaming roundtable. Well this next roundtable we are going to be discussing what XNA is, whats its like using it, why your using it and where you see it going. So if you would like to be on it and have this Thursday, January 4 at 630pst available , I would like to get you in our chat. Now we do it over Xbox live in a Texas Hold'em Lobby. So if you would like to be on it and if the time works for you, get with me at Steve at xblradio dot com now I only have 5 slots open so it would kind of be on a first come first serve basis unless you have some weight to pull around. So again if you wanna join our show ...Show All

  • zhengh writing texture data from one texure to another?

    I am wondering if it's possible to permanently update a texture with the contents of another texture. For example, writing 'bullet hole' textures onto a wall texture. Sure, but the details depend on the memory pools and formats of your source and destination. But “texture baking” is not state of the art anymore. You should use multitexturing or multipass blending instead. You give me a lot of credit to understand those techniques, haha. Is there somewhere I can get more information Unfortunately I don’t know an XNA based sources for these basic technologies. But as a first starting point you could dig a little bit around in the Direct3D documentation: http://msdn.microsoft.com/library/en-us/directx9_c/Direct3D_Tex ...Show All

  • wilsonm My first game... Asteroid Defense.

    In this game you are a ship protecting a planet from incoming asteroids. Controls: 360 controller: Left Joystick -- Move ship left and right. A -- Shoot Right or Left Trigger -- Change Weapon. Keyboard Left and Right Arrow Keys -- Move ship left and right. Up and Down Arrow Keys -- Change Weapon Space -- Shoot The weapon you are using is shown in the top left corner. The stronger the weapon you use, the less points you get for destroying an asteroid. Levels progress at timed intervals and more and more asteroids come down. You lose when one of them reaches the planet. Screenshot: http://www.rocketsoft.gm-school.uni.cc/uploads/ADScreen.JPG Game File: http://www.rocketsoft.gm-school.uni.cc/uploads/AsteroidDefense1.1.rar All in ...Show All

  • Geeee XNA losing sync when in full screen mode

    Hello, I'm having a problem with XNA changing the update() speed when I go to full screen mode; in window mode my fps counter returns 60 which is right, my tft runs at 60hz. The problem is that in full screen mode the fps counter shows me 75; it seems that update() is being forced to 75hz somehow, while my tft drops back to the 60hz it can handle....this results in all sprite movement becoming very jerky. I've tried using: this.IsFixedTimeStep = true; this.TargetElapsedTime = new System.TimeSpan(0, 0, 0, 0, 16); to fix the problem but it still happens and I cant work out why, is this a known issue to anyone Have you tried: myGraphicsDeviceManager.SynchronizeWithVerticalRetrace = true; ...Show All

  • raghu_grdr chopping up a texture?

    Hiya, I'm currently building a class for card games, and part of that class involves drawing the actual card. It's based around the functions included in cards.dll, basically, the texture is setup the way it would be in cards.dll, e.g. As,Ah,Ad,Ac,2s,2h,2d /..../ 3c,4s 4h,4d,4c /...... 7d,7c,8s /...... 10c,Js,Jh,Jd /... So imagine the cards in the texture are set as 13 columns * 4 rows So, just like cards.dll, if a user use's, say card 4, it would draw the 2s... This is the code I've got, and I've literally tried everything to get it to work:- And I cannot think of anything else! This is just a practice really, for using tilemaps within XNA, so any advice (or even a little source), would be greatly appreciated ...Show All

  • moondaddy Trouble creating my effect object

    I have the following code: CompiledEffect compiledEffect = Effect.CompileEffectFromFile("Shaders\\simple.fx", null, null, CompilerOptions.Debug | CompilerOptions.SkipOptimization, TargetPlatform.Windows); m_effect = new Effect(m_graphics.GraphicsDevice, compiledEffect.GetShaderCode(), CompilerOptions.None, null); Unfortunately, on the second line, I get an exception. Microsoft.Xna.Framework.Graphics.InvalidCallException was unhandled Message="External component has thrown an exception." Source="Microsoft.Xna.Framework" ErrorCode=-2147467259 StackTrace: at Microsoft.Xna.Framework.Graphics.Effect.CreateEffectFromCode(GraphicsDevice graphicsDevice, Int32[] effectCode, CompilerOptions options, EffectPool p ...Show All

  • Cammyr Sprite Blitting question - Wondering if this is still a problem

    Hi all, When Beta 1 was out I dove right in and started working on a simple demo that moved a sprite with some alpha transparancy around the screen. The way I had it set up was something like this: -I had a class set up for the sprite that I called Player -The Player had a Vector2 for his screen position. -If the user was pushing the left thumbstick in any direction, the Player class's move function was called ,where a new X and Y location was made based on the angle that the thumbstick was pointing. -When Drawing the sprite, I'd get the sprite's screen position vector via a get property. Doing it this way often made my screen position vector have decimal values for the X and Y screen position of my Player sprite. This caused some funky is ...Show All

  • Yinon Having a little trouble with XNA Spot tutorial...

    I have been doing the How to Draw a 2D Sprite tutorial from xnaspot.com,and I still have a lot to learn and I got all the info inputed and there is one error that I cannot figure out, and that is in the update funtion, I put what I was supposed to, and even tried pasting it, because I have been typing everything to get it down (I would be way past it if I just copied and pasted) and it seems like there should be a }, yet when I put that down it still says }expected, I tried removing it and 9 more errors popped up, so I need to know, what am I doing wrong I would greatly appreciatte any help you guys can give me. Looks like you're just missing the bracket that ends the update method. Stick another } above the protected override v ...Show All

  • OLE DB driver creator Tutorial Site

    Hey all, Yesterday(just yesterday) i started a XNA tutorial site(it will have some of my blender models on it too and some other things but that isn't much help here...or is it )so far it has one tutorial on it for getting mouse button input and right now i'm working on mouse coordinates tutorial. My Site Ok hope this helps someone! xna3der P.S and if you like or dislike it goto telepathy page there and please leave me a comment or suggestion. Yeah well I've just been lazy and haven't tooken screeies yet.I have a snowman scene(it's a tutorial on the blender tutorial page but i have added a couple things),a coffe cup(very big),and...think that's it...not sure.But since you said something expect them v ...Show All

  • Sal1 Using Game (and GameComponents) in a Windows Forms editor?

    Hi I just started looking at XNA, and I've assembled a small team for the DBP contest. The first thing I'm trying to do is to make the game run inside an editor, because I'm pretty sure it'll be very useful. However, looking around at the different solutions that people have come up with for running XNA in a control, it seems none of them are using the Game class. And on Shawn's (who is a developer of the XNA framework ) blog, he writes: "If you want to render into a custom window, don't use the Game class. It will be much easier and more reliable to directly create your own GraphicsDevice object." This, in turn, makes it impossible to use GameComponents. But it would be nice to use GameComponents that other people have created ...Show All

  • Donaghy 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

  • Carl Daniel Error when using #include in .fx file

    Hi, I'm getting the following error when I compile a pixel shader that has a #include inside it. This is only happening on the 360 and compiles fine for Win32. Error 1 Building content threw AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. at CreateXBoxCompiler(SByte* , UInt32 , Void* , UInt32 , Void* , Void** , Void** , UInt32* ) at GetEffectCompilerForXboxFromSource(String effectSource, CompilerMacro[] preprocessorDefines, CompilerIncludeHandler includeHandler, CompilerOptions options, Void** ppCompiler) at CompileEffectFromSourceForXBox(String effectSource, CompilerMacro[] preprocessorDefines, CompilerIncludeHandler includeHandler, CompilerOptions o ...Show All

  • SgtDuty Single letter prefix before a variable

    I was wondering if anyone can point me towards some information on having a single letter prefix before AND after a variable name. Is that a standard practice I have come across this in a number of different programs, yet still a bit unclear why they are used. Any info would be appreciated. Some examples of what I have seen: aFireball.Value.Source mWizard = new Sprite.... rotation_angle += .03M; Johnnylightbulb wrote: My answer, for what it's worth, is: However you name your variables, design your classes, and architect your solutions, be consistant with yourself. QFT! I don't follow the "conventions" exactly, I do what makes sense for me. My code is readable ...Show All

  • first_ Tell us about your website or game!

    As part of our effort to reach out to the XNA community, we would like to create a special community page on the XNA Developer Center that links to YOUR site or game. Here's what you need to do, send me (David Weller) an email (click on my name link to the left of this post for the email address) telling me: 1) Your name 2) Your contact email 3) Your website or game 4) (Optionally) If you send me a link to your game, please let us know if you give Microsoft permission to use your game as part of any press-related activities we might do (i.e., incorporate a screenshot/video of your game, etc.). Please don't reply to this post with links to your site/game, I need the information emailed to me. Thanks! Just a small ...Show All

707172737475767778798081828384858687

©2008 Software Development Network

powered by phorum