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Software Development Network >> Game Technologies

Game Technologies

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XNA 2D Collision Detection using Quadtrees
Animation sample
how to use getcursorpos()? any example?
bug with adding components, or did i do something wrong?
JIT register allocation and bounds checking
Need help with calculating movement
Maya objects with scale *=-1 import with front face culling
am i digging a hole for myself?
Pitchs and microphone
Cannot debug content pipeline

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  • Rixito SpaceWars SceneItem implemenation

    I've been going through the code files for the SpaceWars sample game. I was somewhat confused by the SceneItem class, because it inherits from List<SceneItem>. This throws me off because I wouldn't expect a "scene item" "is a" list of scene items. Does anyone have any insight into the logic here Position + parent.Position isn't going to work if the parent is allowed to rotate (and the children are supposed to rotate with it). In general, in hierarchical scene graph, you will end up implementing a hierarchical "dirtying" system, where all children of a node being "dirtied" will be dirtied as well (recursively). You only need to dirty down until you find a chil ...Show All

  • imanish11111 importing nurbs model?

    Does the FBX content importer support nurbs models I exported a simple sphere in Maya 8 as sphere.fbx, but the content importer throws an exception when it tries to build the asset: I saw a reference to a function trying to import animations, however the object isn't animated at all... I can provide the asset somewhere if needed. Building Media\sphere.fbx -> bin\x86\Debug\Media\nurb_sphere.xnb Media\sphere.fbx : error : Building content threw ArgumentNullException: Value cannot be null. Media\sphere.fbx : error : Parameter name: key Media\sphere.fbx : error : at System.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument) Media\sphere.fbx : error : at System.Collections.Generic.Dictionary`2.FindEntry(TKey key) Media\sph ...Show All

  • Adarsh123 Game timing and refresh rate

    I have a little app with a few sprites (v2 beta) and a display of the elapsed time since the last screen update. The time says 0.01666 seconds which equates to 60fps, although Fraps states 75 which is my monitor refresh rate. Changing Game.IsFixedTimeStep to false resulted in the time fluctuating only slightly, I think 0.01666-0.01333 which would equate to 60-75fps. Shouldn't my fps go through the roof when IsFixedTimeStep is false (I have a very fast gfx card). I can also toggle between windowed and fullscreen with the same results. Can anyone explain why the fps isn't running faster than the refresh rate Cheers, Terry Cheers, That worked a treat ! You prob ...Show All

  • YanickL Pix for windows

    Hello I wanted to use Pix on the application im working on, but it crashes when i start it. The application works fine otherwise. Also at compiling there are no errors or significant warnings. I noticed some similar questions on this forum and mostly the suggestions are to send "repro" to directx team. Im new with this, so what is "repro" "Repro" means "reproducable testcase." That is, send them the necessary parts of your application to let them try making it crash at their end. They've got the tools to examine the crash and figure out what to do about it. ...Show All

  • Akiren Simple 3D Cube using BasicEffect -- No shading/color

    I am trying to just create a cube using BasicEffect, not shaders like in the sample code for a simple cube in the help (see http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=687011&SiteID=1 ). However, I only see the cube as a flat grey hexagon -- no colors, no shading, not even the edges of the cube are seen -- only the flat grey against the background. When I run the above code, I do get a colored cube. I have an NVIDIA GeForce FX 5900XT, which does support Pixel and Vertex Shader 2.0+. I've messed with every effect method there is, so I'm not sure what I'm missing. Below is the code: using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Frame ...Show All

  • bang_zippy PC project -> 360 (including Game Library)

    Hello, I just wrote a little puzzle game (Windos Game Project) and now I want to build the 360 version of it, but I have a little problem (probably PEBKAC *g*) I wrote a content-processor for instanced rendering (overriding ModelProcessor) and implemented a new ContentItem called 'Font'. It reads the *.fnt files from AngelCode Bitmapfont Converter. Because I want to reuse this, I put it into a "Windows Game Library" and everything works fine.. Now, if I try to put my custom content stuff into a XBox 360 Game Lib, the build process told me, that there exists no "TargetPlatform" enum - which is needed for the serialization methods. After thinking about it, I realize, that I wouldn't make sense that th ...Show All

  • envi_ria Intermittent Audio Problem

    Hi, I've been developping a game recently and I'm having major trouble sith sound. I am pretty much using the code from the XNA Framework audio sample. So I can't imagine what's wrong with that code. The problem is that I'm getting intermittent clips being played. Some don't even play at all when I call the Sound.Play method, some play but stop before the end on the clip, sometimes they play fully. This does not happen rarely, I'd say this is about 50% of the time and more often on longer clips. The only one sound I've got that seems to play correctly is a clip that I am looping (alarm sound), which is of lower quality 8KHz vs 44.1KHz for the other ones. So that's basically it, I'm using XACT V2.0. I tried following the instructions ...Show All

  • howard dierking - MSFT 360 Boat game with source

    Hello I was playing about again the last 4 days and come up with a little boat game for the 360. The source code is very untidy but there might be something of use in there for some people. It was written for use on the 360, it might work ok for the PC. You can have 1 to 4 players and it uses some ai for the others. There's only 1 track at the moment - I may get around to fixing it all up into a proper game if there's enough interest or if an artist wants to help out. It plays a different sound effect when you cross the line and beat your own best score. My best lap is 8.07 (no down to a 7.96) seconds.   Best to use a 360 pad but here's some keys if you feel the need.   Q and E change the number of players ...Show All

  • naddyB Another XNA Build question

    Is there a way to run it from the command line Yes, there is. You can create a msbuild project (an xml file) which is used to control the content pipeline build process. You then call msbuild from the command line with this file as a parameter. Take a look at this post on Shaun Hargreaves' blog for a bit more information. ...Show All

  • lung123 Where's the Texture2D.Pitch? & Shader Problem

    I am trying to build a Texture2D. However, the function that I'm trying to work with from Direct3D pushes the bytes in using the D3DLOCKED_RECT. This struct has two members, pBits (which is the pointer to the bits), and the Pitch (which is the width of a row, right ). So, I can certainly create my texture with the same format: D3DFMT_A8R8G8B8, which I assume is SurfaceFormat.Color. So far so good. However, I'm trying to convert this function but there's no concept as Pitch in the new texture object. Is Pitch = 4 automatically in the Texture2D class Here's the function in C++: .code {word-wrap:break-word;margin:10px;padding:10px;border:2px ridge white;background-color:#eeeeee;font-family:Courier New;font-size:10pt;} ...Show All

  • shimshon 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 According to my Device Manager, I have a Rage 128 Pro Ultra GL AGP. What should I have in order to create and run games in XNA AG 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 .GameCompon ...Show All

  • Rattlerr MDX 2 Time Bomb

    Almost all MDX2 Ctors are calling the bombing code below: public static unsafe void CheckTimeBomb () { DateTime time1 = new DateTime ( 0x7d6 , 10 , 5 ); if ( DateTime . Compare ( DateTime . Today , time1 ) >= 0 ) { MessageBoxW ( null , & _C@_1PI@LKOFODJP@ $AAT $AAh $AAi $AAs $AA 5 $AAp $AAr $AAe $AA 9 $AAr $AAe $AAl $AAe $AAa $AAs $AAe $AA 5 $AAv $AAe $AAr $AAs $AAi $AAo $AAn $AA 5 $AAo $AAf $AA 5 $AAD $AAi $AAr $AAe@ , & _C@_1DE@JJLLKEIK@ $AAM $AAi $AAc $AAr $AAo $AAs $AAo $AAf $AAt $AA 5 $AAM $AAa $AAn $AAa $AAg $AAe $AAd $AA 5 $AAD $AAi $AAr $AAe $AAc $AAt $AAX $AA $AA@ , 0x2000 ); throw new TimeBombException ( "This pre-release version of DirectX has expired, please upgrade to the latest version f ...Show All

  • clint 2 Connecting XNA to Xbox 360

    I'm trying to connect my xbox to my PC so I can test some of the games I have made with XNA and I've been having a bit of trouble. Everytime I connect it says "Your console didn't obtain an IP address from your DHCP server" no matter what I do with the network settings. Can somebody tell me what I should do to get this working please I can connect to xbox live because with that I just connect directly to the modem but with XNA I am trying to connect to the PC and it just won't assign an IP address. I also cannot connect to the PC using the windows connect thing either. When I run the diagnostic it gives me the error I have in my first post. Ok thanks for that. ...Show All

  • Robain I could use a clearer explanation of 360 garbage collection and performance monitor

    I bet others could, too. Are the numbers and timings in this article still accurate http://blogs.msdn.com/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-xna-part-2-gc-and-tools.aspx If I understand it, if my game has 100,000 live objects (a live object is any call to new a class that still has a pointer to it, right ), then I can expect a 15 msec hitch every time the GC is run, which if I'm trying to run at 60 will cause a visible stutter. According to the performance monitor, I'm currently facing a 23 msec GC. My game actually seems to be running surprisingly well if that's the case - are the garbage collections done on a different core Is there a number in the performance monitor that tells me how many live object ...Show All

  • Aquariun25 Entities: Think, Update, Create, Collide, Render -- Stumped!

    Hey all, Thanks to all of your suggestions from previous topics, I'm finally 'working on the game' sort of speak. My final (or near final) hurdle is in the controlling and creation of entities. Game entities need to be able to think (what's around me Should I get out of it's way ), update (move based on your velocity), collide (whoops I hit something), create other entities (I'm shootin' mah gun!) and render themselves. Every problem is easy to handle individually: Think: Can be performed inside the Update method. Update: Entity.Update() Collide: Run through all the entities, do some culling of what's obviously too far away, and check the rest. Spawn: EntityFactory.Create(typeof(Bullet)) Render: Entity.Render() Combined, however, it begin ...Show All

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