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Software Development Network >> Game Technologies

Game Technologies

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Memory Leak Blues (PlayCue)
Mesh Alpha chennal problem?
Can't deploy to Xbox 360 from GSE
Cross-Platforming
C# Express SP1 - Need to install?
Grr, my game wont play, WTF!!!
Strange DX9 vertex glitch
MDX 2 Time Bomb
XNA GSE + Schools?
XNA Framwork without XNA Game Studio?

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Answer Questions

  • HuberSepp precise collision detection

    Hi, this is my first directx project and i am having some trouble with collision detection i want to detect collisions between irregular objects and using bounding boxes or spheres around the whole object isn't precise enough i need for example to detect collisions between a ball and a bowl (eg the ball hits the inner wall of the bowl, bounces off and finaly comes to rest at the bottom of the bowl) Please reply, thanx First you need to know if your ball is colliding with the plan where your triangle is Most collider will first test if your ball is on one side of that plan or the other Or if the ball is cut by that plan (a collision between a ball and a plan) If it's colliding it will then test if the ball collide ...Show All

  • bio4ema missing triangles with stream render

    hello this is my first post in theese forums, though I am not such a noob. I load a multimaterial mesh from X file and render it with DrawPrimitive() function like this and with DrawSubset() method replacing DrawPrimitve I get correct result I wonder what goes wrong. All I do on my mesh object is that I call Optimize InPlace() method like this Mesh->m_pAdjency =new DWORD[3 * Mesh->m_pMesh->GetNumFaces() ]; Mesh->m_pMesh->GenerateAdjacency(0.00f,Mesh->m_pAdjency); if (FAILED(hr =Mesh->m_pMesh->OptimizeInplace(D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_COMPACT | D3DXMESHOPT_VERTEXCACHE, Mesh->m_pAdjency, NULL, NULL, NULL))); the rendering is done this way: if(FAILED(h ...Show All

  • cmfairbank What do I do false???????????

    Hi. I postet already my Problem but I could not get any reply, so I thought maybe I should explain it a better way. In my Application (VC# .NET 2003), I load a mesh from a X-File. It is just simple Triagle between ((-5,0,0),(5,0,0),(0,-5,0)). I define die Verticescoordinates for an other Triangle in my Application like: coordxy+=0.04f; //Startvalue=0 coordz-=0.04f; //Startvalue=0 vertices2 = new CustomVertex.TransformedColored[3]; vertices2[0].Position = new Vector4(-coordxy,-coordxy , coordz,1); vertices2[0].Color = Color.Red.ToArgb(); vertices2[1].Position = new Vector4(coordxy, -coordxy,coordz ,1); vertices2[1].Color = Color.Green.ToArgb(); vertices2[2].Position = new Ve ...Show All

  • jdunleav Simple 2D with D3D9

    Hello, I'm using vb.net 2005 express and I'm trying to write a sub that mimics the behavior of DirectDraw in D3D (since DD is depreciated and all). I have a few questions. In DirectDraw your surfaces could be as large as you'd like, and non-square. I've read that it's not reccomended that you have a texture larger than 256x256. I'm trying to migrate a simple tile based rpg game from DD to D3D. Will I need to split my tilemap into several smaller (256x256) bitmaps Or is it ok to have larger textures Here's my current code for my Draw sub: Public Sub Draw(ByVal lDevice As Device, ByVal srcTexture As Texture, ByVal srcRect As Rectangle, ByVal destRect As Rectangle) Dim ...Show All

  • vtortola Reading Pause/Break Key?

    There's probably an easy answer to this, but I couldnt find anywhere how to read the state of the pause/break key! Looking at the docs I couldnt see anything like Keys.Pause or Keys.Break or any mention to it... so how can the Pause/break key state can be read I filed it as a bug report, hope they manage to get some workaround... https://connect.microsoft.com/feedback/ViewFeedback.aspx FeedbackID=252884&SiteID=226&wa=wsignin1.0 have you tried running in debug and catching the key press to see what enum value it corresponds to edit: never mind I tried, your right, no response. Doesn't look like it can be using the XNA Keybo ...Show All

  • stswordman Update frames for 2D animations

    Hi all, In my previous program (C# + MDX), I use the Timer in System.Windows to update the frames by using suitable time interval. Now I would like to change to use XNA. But I don't know whether the Timer class will be supported in XBox360. Therefore, I would like to ask whether there are better ways to show 2D animations. I have read the 2D animation in "HELP". But I would like to know whether there are any other approach. All the animations update the frames in the 'Update" function and therefore all the 2D animations update the frames in the same time. If the fps varies, the timing for refreshing the frames also varies. That's not what I want. Thank you very much   dagfari wrote ...Show All

  • lawrieg Open Source 3D/Game engine

    before everyone rushes off to implement their own c# 3D engine I would like to point out that there are two open source .net codebases ripe for adoption into XNA. the Axiom engine, a c# port of the well respected OGRE engine ground to a halt a year or so ago. The XNA community have much to gain by ressurecting this basically complete renderer http://axiomengine.sourceforge.net/wiki/index.php/Main_Page realmforge GDK, a .NET MMO Game engine based upone AXIOM - originally open source, has now gone commercial under a new name (and new codebase aparrently), but the original source of this remains available http://sourceforge.net/projects/realmforge for this kind of community open source is the way to go... ...Show All

  • AlGee What would cause this teapot graphics defect?

    I first had a rotating triangle example with vertices of red, green and blue respectively. After that, I did a rotating teapot example. I got this ugly color defect going on using the same colors as previously before, but I commented out the whole triangle drawing code. And how did the teapot decide to be 90% blue when I didn't define it a color I can change the teapot into wireframe and each line segment has a different color. Any clues as of what might be causing this Tools used are Direct3D 9.0c (Dec 06), C++.   http://lh5.google.com/image/philvaira/RZTCJnve35I/AAAAAAAAAAg/6oJiZekxMqg/s288/D3D9Teapot.PNG.jpg   The most likely cause of this is that you did not proper ...Show All

  • Rocky79 Whats the best way to gain revenue?

    As far as what it costs to make a good game, such as computer upgrades, and possible a more advances SDK, like TorqueX(when it gets a price), and Creators Club Membership, is there a good way to get money for the actual development of a game I know that getting a job is an obvious one, and I plan on doing that, but is there other ways to get a few more dollars for developing a good game that I can sell Thanks for any help you can give me If you can put some really cool idea together, create a cool prototype and prove to a publisher that you can make it on time. You could get a publisher to give you some money. That is how most of the industry works. Sorry to be the bad guy, but please try to keep yo ...Show All

  • vipasane Space Wars no weapon 4

    When I play The Space Wars starter set, I can play it without problems, till i try to fire the $4,000 weapon. then it gives an error on the modelMesh.Draw(); line You'd need to fix the source model that is displayed for that weapon. An easy hack would be just to copy one of the other weapon graphics over the one that is causing the problem. This sounds like a bug we recently fixed in our internal builds: the model for that weapon was missing texture coordinates. It'll be sorted for the final release. How would I get it to work It gives the error: Invalid function call How would I do that ...Show All

  • JimMcCaw Rotating points in 3D

    I am working with some vector graphics that consists only of an ordered set of 2D points in XY space. The order of points determines the path that a line is drawn through them. I would like to be able to rotate the points in 3D so that I can flip and rotate the vector picture. After performing a rotate of some degree I want to be able to write the new set of points to an array or file or whatever. I also want to be able to display my vector image in a Window. So I have two questions: 1) Is there anything in DirectX that will help me rotate some XY points in a 3D space and then give me the resulting XY coordinates 2) What do I use to draw these points to the Window using DirectX In the past I have used normal Windows drawing me ...Show All

  • shido 2d Tiled Backgrounds and Vertex Buffers?

    I'm developing a 2d platform game using Direct3d. I intend to have one or more tiled backgrounds visible during gameplay, composed of quads. I intend to create a single "tile palette" vertex buffer with quads for each graphic to be used in my game, drawing each quad with a separate call to DrawPrimitive(). Since the quads in my backgrounds will never (or perhaps rarely) change, and will always be in the same position relative to each other (i.e. in a grid,) I wonder how much time would be saved by building a custom vertex buffer for each tiled background when a map is loaded. Perhaps time would be saved by being able to call DrawPrimitive() once per tiled background instead of once per visible tile Note that with my tile palette ...Show All

  • excelthoughts Generate random numbers for every class instance

    I'm trying out some AI techniques but I'm having a problem generating a TRULY random number. I create 20 instances of an ant class that should move and change directions on a random basis. They are doing that, but all in unison instead of each changing directions at different times. Its like synchronized ants. Anyone know how to create a truly random number each time the ants use this method Random r = new Random (); if (r.Next(100) < 5) ant.Speed = new Microsoft.Xna.Framework. Vector3 (-ant.Speed.X, ant.Speed.Y, ant.Speed.Z); if (r.Next(500) < 2) ant.Speed = new Microsoft.Xna.Framework. Vector3 (ant.Speed.X, -ant.Speed.Y, ant.Speed.Z); You're going to want your Random ...Show All

  • aaks My First Project

    Anyone having fun with XNA I have my tetris clone coming along quite nicely.. http://str8dog.shackspace.com/NotmyTetris.png Right now its based on fixed time steps, I am struggling to wrap my head around how to let the game run real time and get the blocks to not fly down the screen. The spacewar example is awesome for picking up how to do various bits like sound, texture management and user input. Hell some of the classes I just swiped outright they were so easy to use. What have you folks been able to do so far Hey man can I/you post this screenshot at http://xbox360homebrew.com/photos/default.aspx in the personal projects gallery To keep the speed down while using a small fixed tim ...Show All

  • greggles1975 1.) Lock/Unlock vs. SetData/GetData and 2.) predefined vertex formats

    Two points spring currently to my mind. Is there any reason besides simplicity not to use the common Lock/Unlock mechanics I would prefer the addition of this to the API. GetData/SetData canthe simply be mapped onto this. I have a large terrain, that I tesselate into the locked buffer directly... With this new scheme I have to build a temporary array and then copy over via SetData, same with textures. On the other hand, if we have to live with this, why do we have the managed pool anymore, kind of pointless! The other thing are the predefined vertex formats... Any reason to not expose the members directly and use setters and getters instead I don't see the point here too, this just forces us to create one intermediate result and copy oper ...Show All

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