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Software Development Network >> Game Technologies

Game Technologies

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Poor XNA performance or my poor code... or normal?
Spacewar - controls not working
Install XNA on VS2005 Std?
DrawableGameComponent.LoadGraphicsContent not being called
Model animation
Skinning in BasicEffect
What units are the x, y, z components of a Vector3 with respect to screen space?
Drawing colored meshes using own effect
Heightmap Collision testing
Question regarding making landscape in 2D

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Roger Andersen
asmith48
ntsoo
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LSF
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Shawn Wildermuth - MVP (C#)
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Answer Questions

  • Yogesh Kumar How to use DirectX 10 to get graphices memory ?

    Dear All , I had read the Microsoft white paper for "Graphices Memory Reporting through WDDM" It talk how to retrieveal of graphics memory values . I had use VC++ 2005 wit DirectX 10 SDK to build program , but I wan't to use function "CreateDXGIFactory( )" to get the struct data "DXGI_ADAPTER_DESC" , but compiler alway error , error message "DX10Dlg.obj : error LNK2001: unresolved external symbol _CreateDXGIFactory@8" , can any one help thank you ! Dear All , About you D3D9.H not define new type issue . Please check VS2005 Include file , please adjust the Microsoft SDK v6.0 before DirectX SDK . in VS2005 Tools->Options->Projects and ...Show All

  • StephenMas How do I load a 3d mesh (.x file)?

    How do I load a .x mesh into my scene The space game seems to use its own format (which it names .swm), and there's nothing in the help. I've been scanning through through the classes in the Framework namespace, but I can't see anything obvious! Is .x the recommended format for objects like this (If not, I change my question to be about the recommended format :D) If anyone knows anywhere that has some nice .x meshes I can play with, that'd be cool too. The only one I have lying around is a chair, and that's going to look a bit funny running around my game :D I didn't think the content pipeline stuff was in the beta I just added this code, which compiles: ContentManager contentManager = new ...Show All

  • Chazcon Reloading the same content

    I am having an issue reloading the same content. I load a Texture2D for the first time, and everything is ok. I dispose that Texture2D and load different data into the same variable, and everything is ok. I dispose the 2nd Texture2D data and reload the 1st data into the same variable, and the Texture2D.IsDisposed value is true. This happens whenever I attempt to reload a Texture2D after having disposed it earlier. I am not sure if this is expected, but it seems to me that it isn't. Any help would be appreciated. So, am I correct in understanding that it is impossible to unload a specific resource I can only unload all resources at the same time Seems hard to imagine that such a restriction wouldn't have b ...Show All

  • ranger28 Communicating with C++ DLL

    Hi, I am having some C++ code written that will create a triangulated model for me. I will be rendering this Model in managed DirectX , so I need to decide what is best way to communicate with this code. I will be using a Vertex and Index Buffer to render the model. The choices as I see are: 1) Use C++/CLI. Performance of the Model generation is of the utmost importance. As I understand it, with C++/CLI we can retain the power of native C++ but as the DLL ultimately created from the code will be managed, we can do what we want to communicate between assemblies. The author has no experience of C++/CLI, but may consider going this root. 2) Use Platform Invoke to communicate with a completely native ...Show All

  • Ofir Epstein 3D objects render wrong after Enabled = false

    I have two GameComponents, one for my scene, and another for my menu. When the user pushes the start button, I set Enabled to false on the scene, and true on the menu. Then when I close the menu and set Enabled to true for the scene again, the objects are not rendered properly. Specifically, the objects are not z-buffered any more. The last object rendered is on top of objects that are closer to the camera. The implementation in the game components is to only run the code in the Update and Draw methods if Enabled. Is there a setting that I should be checking after returning from Enabled = false Why does the rendering change http://blogs.msdn.com/shawnhar/archive/2006/11/13/spritebatch-and-renderstates.aspx ...Show All

  • Bor ResourceManagementMode & LoadGraphicsContent

    Hi. i have question about: void LoadGraphicsContent(bool loadAllContent); what belongs to what group (ResourceManagementMode) i see that Texture have parameter that control it, but where is Effect, Model... is there any list what is automatic and what is manual Except explicitly stated as manual, all others can be thought as automatic. Normally everything from ContentManager are automatic. Manual things are only low level objects which you deal with directly, such as render targets, dynamic vertex buffers, dynamic textures, state blocks. Higher level objects are automatic as we expect. E.g. Model is built on top of automatic resources. Effect is handled by XNA to behave like automatic. ...Show All

  • rod_r The values used in the attempt to create the GraphicsDevice were invalid.

    Is this because my graphic card does not support shader model 2 I didn't even know of this requirement till I saw it on the readme file. Time to change my geforce4 I tried that, but I continue to get the same error. I'm just trying to build the basic Windows Game (XNA) project (from File->New). The relevant (I think) code looks like this: private void InitializeComponent() { this .graphics = new Microsoft.Xna.Framework.Components. GraphicsComponent (); this .graphics.AllowMultiSampling = false ; this .GameComponents.Add( this .graphics); } There's no WindowsGame_Starting function in this example. Any suggestions AG I got it to work. ...Show All

  • pure159112 XNA Architectu "push" vs. "pull" model

    Xna.Input.Keyboard has no events OnKeyUp and OnKeyDown, so I can't subscribe any object on this events using delegates. Is any reasons - why I know that I can do this by myself (examine the keyboard state every Update and call those events), but it's an ideological/archetectural question: I don't want to "pull" keyboard every time, I need my objects to be "pushed" on a keyboard event. In general, "push" model improves scalability and maintainance of a system since It's syncronous - each object reacts the event immediatly when event call occur. Reason 1) Console games use only pull mode while many PC games use push mode. XBox is a console. Reason 2) The push model on PC depends on Windows mess ...Show All

  • GroZZleR XNA and future Microsoft Consoles

    Will future releases of XNA (v2.0, v3.0, ...) be able to deploy games into future XBox consoles I know this question is kind of too early, but just wondering before I forget. Who knows, perhaps in 5 years time developing AAA titles in managed code will be the way to do things and they'll be no need for "XNA" per se. You'll have Epic, Rare, EA and then the community all publishing titles for digital distribution on a level playing field, using the same tools, setting their own prices... we can dream right ;) Adam Miles Ok, thanks. Already got some friends at my university to use XNA and we'll be using it throughout the next semester to develop interesting game demos (not enough ...Show All

  • redshock Xbox 360 Guides in XNA

    Hi there, I've been playing around with the framework and I have a little question for any MSFTies who can answer. On the Windows side of things, if we want to call up any useful built in functions of Windows like say the common dialog box colour picker (for say, a player's car paint job) or a MessageBox (you've reached the end of the demo!), we can still do so by calling in to the Windows.Forms namespace. On the Xbox 360 side though, any such UI we would have to recoded manually. However, as we all know, there are certain built in elements of UI on the 360 too in the form of the various Xbox Guide slide out panels. Currently, access to one of these does exist in XNA (The save Location guide for letting the user choose a Memor ...Show All

  • lucerias A FPS game??

    I am wondering if the xna game studio is powerful enough to make a FPS game such as HL2 or Halo. Now I assume that none of us could re create such master pieces but would it be easier to make a FPS shooter in XNA game studio using C# or direct x using C++. I know visual basic like the back of my hand (who doesn't) and C# is a whole lot easier to learn than C++ so which would be easier and better. I know C++ is more powerful blah blah blah but i meen how much of a performance difference is C# and C++ for a video game Don't see why not. The only game I know of for comparison of C++ and C# is Marble Blast Ultra. When it was ported to XNA, the guys said the wasn't a noticeable performance hit. MBU isn't HL2, ...Show All

  • Harry Zhang Drawing Text

    ANyone have a site, or Tutorial for drawint text.(new to XNA). i have tried i few but the class they provide, have the Texture2D.FromFile, line in it, and it wont let me run it. kk, cuz i am only using my 360, cuz i dont want to buy i new video card, or a wired controller to test them out my 360. so since http://www.nuclex.org/framework/fonts doesn't work on the 360, i guess i'm S.O.L for now Glenn Wilson wrote: You will find that there is no built in way at the moment, and a lot of the examples that are out there are still based on the betas. The most current one at the moment is the TTF font system from http://www.nuclex.org/framework/fonts (As menti ...Show All

  • Cyberjunkie using directsound to play multiple sounds

    how can you get directsound to multiple sounds at the same time using vb.net I'm learning DirectSound (unmanaged) at the moment - I have a question posted further down - so I don't know the exact answer to this. However, assuming the individual sounds are the same resolution and sampling rate, you should be able to just sum the contents of the buffers to generate a final sound buffer which you can then "Play()". After all, this is how sound is added in reality...a simple linear summation of multiple waveforms to generate a final waveform we perceive as the resultant sound. You can also use an event mechanism and then add sound channels to it when needed and ...Show All

  • Rassol XInput or DirectInput?

    I need to interface a Playstation 2 controller through USB adapter with my application. A group of us are recreating Guitar Hero (kinda) as our final project in our Software Engineering course. I would just use the 360 Version of the guitar but it's not yet released. I was wondering whether I should use XInput or DirectInput. I've read that XInput is best for the 360 Controller, but what about a joystick through USB Hmm, I never thought about that. Although that is true, Managed DirectX has been let go though, so I don't know if the current version of the Managed DirectInput reference is going to still work in later versions of .NET. I assume it will, but there's no telling kinda like DirectDraw. M ...Show All

  • nanocity How to distribute a PC-based XNA game?

    I looked in the documentation about releasing a PC-specific game and all I got was XBox 360 distribution. I'm working on a PC game that has no need for the XBox 360, just to be clear. I'm curious in what runtime files I need I'm sure it requires .NET 2.0, DirectX 9.0c, but are there some extra dlls that I need Thanks in advanced. Its *VERY* likely that the XNA DLLs will not be redistributable. This is the model that the DirectX team and the .Net team has followed and since the assemblies are installed in the GAC its the correct behaviour. You end up with multiple copies of the assemblies and in the case of a security hole MS will not be able to find and patch them all. This is also why you should not use ...Show All

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