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Game Technologies

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Custom blending
How to detect version of D3DX installed?
Xbox360 to PC Comparison
Is my normal code wrong?
Workaround to make XNA GSE work on Vista RTM?
Quaternion Multiplication is Broken
Help with moving towards a given point
sprite, 8 to 9
Rendering a screen aligned quad - how?
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  • markovuksanovic New XNA 3D tutorial

    Hi all -- I have ported the first series of my MDX tutorial site to XNA beta2 code. You can find the first entry of the tut at this location: http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/Starting_a_project.php It's an introduction to 3D game programming using XNA. During the coming weeks I will be porting the code of the other 2 series, of which you can find screenshots at the homepage: http://www.riemers.net/index.php expandall=1 As soon as XNA is released completely, the whole site will be built around it. Comments are welcome riemer Hi there, Just wanted to say thanks for these tutorials, so far the first is very well laid out. I am a newbie to 3D and XNA, and I'm doing a final year university proj ...Show All

  • Fabrice MARGUERIE Device Texture Handling & Speed in Xna

    Can I assume that most graphics cards (on gamers' computers) can handle textures as large as 2048 x 2048 Is it true that I can load as many of those textures into the pipe as can fit in the card's memory If I will never need to change the textures (or vertex buffers) can I just load all of them up on app start and leave them in the card's memory without having to set them in the device every frame If not, does the card know that it already has the texture in its memory (so skip the consumption of it) If I have one image that is much larger than 2048 and, no matter how I cut it up, each chunk would be unique; Would it faster to set the texture (chunk) and draw primitives on lots of small (256px for instance) quads Or would it be faster ...Show All

  • yog_23 XNA Source Control

    It appears there's no way to plug in source control in XNA Game Studio Express. Is there a fix for this coming up And supposing that there is no fix, is there a way to use XNA with a different IDE Thanks. Thanks Shawn. I've used a few different ones, I just prefer being able to check in and out without having to leave the IDE. If I purchase the full version of C# (MS Visual Studio Professional 2005), will it still be compatible with XNA GSE The express edition of XNA will not plug into any of the retail versions of Visual Studio. However, theorectially you could manually use the XNA assemblies with the retail versions. But you will loose all support for the ...Show All

  • zaboboa How do you implement Fog into a scene?

    Hi All, I have finally got some 3D up and running so things are whizzing about (which is always fun to watch... for a while, yeah I know, small things...) and I was wondering if anyone had any examples of putting fog into a scene. I tried last night and succeeded in turning all my meshes to white, not matter how far away they were from the camera. No matter what I did to the values, nothing changed. As always, any help is greatly appreciated. Cheers " As far as I remember, most good artists are versed in quite a few color schemes, of which RGB is not entirely the most important." On a phosphor based screen where the colours are composed of Red, Green and Blue elements and utilised by around 90% of all game ...Show All

  • JaredJared 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); You can create render targets with SurfaceFormat.Single, which still seems to work as it should. As for rendering to textures, I posted a snippet in this topic (sorry if I'm spamming about it, but I guess it's not easy to be found there). As for retrieving the backbuffer, I guess that's simply 'not done'. Calling GetRenderTarget(0) on a virgin device will return null. Restoring the ...Show All

  • AlxJ Simple BreakOut Demo (Source included)

    Well there it is, my first ever C# and XNA program I hope it'll help some of you. Download BreakOutDemo.zip v0.31 Thank you MS for that wonderful gift that is the XNA. Great work! I can't wait until we're able to test this stuff on our 360's! I forgot to uncheck "Sign the ClickOne manifests", sorry about that. The files have been updated. The issue has been resolved. Thank you for bringing it to my attention. I also added new glyphs for the ABXY and Start buttons, enjoy! fixed.. I got impatient and re-installed 7zip (all your fault!). Nice game, and thanks for including the source - it'll be good to see how you did things :) When the ball and paddle collides, add half ...Show All

  • Stéphane Beauchemin XNA content pipeline importer questions

    Hi, I am new to XNA and C# as well. I am using the code from here ( http://andyq.no-ip.com/blog/ p=16 ) to get a bounding box information. However it crashes at when I do the following -> box = ( BoundingBox )myModel.Tag; I have added the custom importer dll to the properties tab under the content pipeline tab. I cant figure out why its giving this error saying object reference not set to an object. As well as adding the custom processor DLL, you need to make sure the properties for your mesh asset are set to use this custom processor. Hey, Thanks for the information. Got the bounding box working. Now to only figure out how to get the triangle information out of the model. It's pretty much the ...Show All

  • Luca Beretta A Font support

    Hello, I am looking for some font support. I would like implement a chat console. I found some support by help of images, but i want use standard font etc. .) Is it possible If yes, so how Ok, thank you. I have used XNAExtras, but i want show a speed in my game, but i didn't found way how I can redraw('cause speed isn't constant) SpriteBatch or Font in XNAExtras, do you know how can I redraw it Hi Sneaker. I did got the same trouble but after I did discover that the draw( ) method is a loop trough Begin( )->Draw( )->End( ). So you just need create a string variable outside the draw function (a declaration inside Game1 clas ...Show All

  • JimmiJ Need New kinds of MACROS... Please advise... Can you help...?

    Hi, ... ... ... Allah Is Here... ... ... ... I'm using the Visual C++ and August 2006 DirectX SDK... So, please adivse... Then I make some Graphics and display some BITMAP files with these Macros below... // this builds a 16 bit color value in 5.5.5 format (1-bit alpha mode) #define _RGB16BIT555(r,g,b) ((b & 31) + ((g & 31) << 5) + ((r & 31) << 10)) // this builds a 16 bit color value in 5.6.5 format (green dominate mode) #define _RGB16BIT565(r,g,b) ((b & 31) + ((g & 63) << 5) + ((r & 31) << 11)) _________So, then I use the Windows Paint program to Edit my BITMAP pictures then save them again... The thing is, when I Edit the pictures with the Windows Paint prog ...Show All

  • TomHL See-through?

    well as you can see from the pic, the roof is visible through the wall!! Im using positioncolored as my format, and to draw i use the 'dev.DrawUserPrimitives' I looked on the internet and found riemers tut, where it also has this problem.. he fixes it by clearing the zbuffer every render. But i already did this anyway, so after comparing the code i saw that he uses vertexbuffers and indexbuffers, while all i do is load my verts into a list and then draw. So could that perhaps be the problem i hope not as i dont really know anything about indexbuffers :( maybe if it is, someone could point me to a good tut on them - cole Is your depth buffer enabled What are the values for the z-test and z-write states Shot in the dark: Is t ...Show All

  • Derek Comingore Brand new to XNA

    I've used Visual Basic before and have done some developing in Visual C# 2005 Express and found many beginner tutorials for that, but not all of the information can be appied to XNA, more specifically the design ability. Are there any completely basic video tutorials for XNA Like just something 2d and making a box move or something. Xbox 360 would be prefered if possible. I've found some text ones online but they weren't easy to follow. Thanx -Joe Glad to see you making the jump to C# There are a couple of very cool tutorials that come with the built in help in Game Studio Express. Start with the 2D ones, this is some of the best out of the gate help I have seen in a MSFT product so make sure and give it a browse... ...Show All

  • Elfar Alfre&amp;#240;sson - MCAD Plane constructor values question

    Hello all. When creating a new plane object (for collision detection) I am curious as to the values used for the Plane(x,y,z,d) constructor. If for instance I wanted a plane located at 0,0,0 and is pointing straight up (+Y ), what would the correct values be for the constructor The d component I ASSUME(probably wrong) is the distance from world 0,0,0. If say the plane is rotated 90 degrees on the Z axis so that it runs up and down the world Y axis, what does that constructor look like I'm just not sure what the values should be specified in. World units, radians, degrees There isn't much of an explanation in the documentation and I'm sure this is probably trivial knowledge to most of you but I could use a little nudge in the right direc ...Show All

  • JeevesIndia space on Storage device

    how mucth space can we use on the xbox360 using Storage device if i make game say 270 mb and can i save on the harddisk and if my frend is a member of the creator club can i save on a memory card and go over to my frend on his xbox360 and play the game Jon Watte wrote: at this time Right. I'm aware that the XNA Creator's Club is the current method, and it requires all kinds of hoop jumping to actually run the game on a console. However, I can't see that they wouldn't make some release method available at some point. The combination of XNA and Live Marketplace is a little too obvious to not be on the internal roadmap somehow. And Marketplace has a size limitation on downloads, so that custo ...Show All

  • Pati123 Copying between textures

    Hi, I am currently working on a tile map engine and need the ability to build a texture (map) from my tile set which is a texture with all my tiles contained within it. I have been able to create a new texture but cannot see how I can copy sections of my tile set into this texture. If someone could give me some pointers, it would be much appreciated. TIA, Andy George, Thanks for the link, I had read it before but now it makes much more sense So I now have a working solution which I will share with everyone else in the same predicament as myself, Note that this is only demo code to show the steps, not my tile code. In my private members section // // Create a source and destinatio ...Show All

  • kefren I got Animation working but tiny.x has some weird data

    I've been working on a modelprocessor that grabs animation data using the default importer. I've managed to get my own fbx files and tiny.x to animate correctly but I noticed the default importer actually gives me animation keyframes for the body node. They're keyframes at time 0 and time 1.0333333s and they have the same transform. If I use the inverse of the body node's keyframe transform I can transform tiny so that the model is walking upright (otherwise the body is facing down more like swimming). But doing this transform also make tiny float 3 bodylengths or so above the origin. I'm wishing I had tiny's source file so I can see why there's 2 animations of the same transform and where they're supposed to be putting the mod ...Show All

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