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Software Development Network >> Game Technologies

Game Technologies

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Compile in Release
Binding resources to XNA executables?
Small tutorial flaw
Compiling DX10 example with C99 compatible compiler (Pelles C)
Can You Move the Backbuffer?
Wav cutting off
More of 10 tutorials in Spanish
Loading MechCommander 2 models
Missing parts for XNA Game Studio Express
Project Template Wizard

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  • polymorphicx Vista Compatibility

    Looking for any hints on when a Vista version will be released. (Note that I'm in the middle of installing the same version as everyone else is right now, but the web site says it won't be out for a bit). I really don't want to put a third OS on my system just so I can run xna express. (I've already got Vista Ultimate 32 and 64 bit on here - starting to get crowded) Dan Are you sure a virtual machine will give you the the graphics hardware support you will need I'm running XNA on 32bit vista, pretty much following the same instructions that others have posted on this thread. Not to sure how it will run on 64 bit. Yes working just fine for me. Agreed, I installed it on Vis ...Show All

  • nonno Strange bug - My system or XNA?

    I'm having a hard time troubleshooting this one. I have a simple XNA app where I have 2 cubes rendered with different colors from an FX file and the camera rotating around them. Very basic. 2 weeks ago, all of a sudden the program still works but the colors never show up anymore. It's just the blue background with the cubes 100% black. A couple days later, without changing the code, the color comes back onto the cubes and everything working again. Now today, the cubes have lost their color again! WTF ! I have the latest video drivers using DX August SDK and XNA Beta 2. You can check my test project here: http://www.pepperboy.net/Bin/files/Rainbow.zip This sounds like a problem with the order in which yo ...Show All

  • createdbyx Assemblies Not Referenced

    After installing XNA Game Studio Express 1.0, I get the following error in my Beta 2 project: Error 1 The type 'Microsoft.Xna.Framework.Graphics.SpriteBlendMode' is defined in an assembly that is not referenced. You must add a reference to assembly 'Microsoft.Xna.Framework, Version=1.0.0.0, Culture=neutral, PublicKeyToken=f48fa5f25d27e8ff'. But it is referenced, and I'm pretty sure it's the right version too. I even tried to copy the code and content files into a new project, but it still gave the error. If anyone can help me I would appreciate it. Thanks. Have you tried removing the references to the beta assemblies and then reference the new assemblies I had the same problem for a couple of projects and the above sol ...Show All

  • chionhhm Multiple Lights on a scene

    Hello ; I want to learn an important technique which I can not figure out till today. Even in old games (such as Half-life ) we can see several lights in a scene. But when I look my graphics card capabilities it suppports max 8 active lights. Considering the time which Half-life built the graphic cards were less capable. So I wonder how they can achieve this effect. (Can they be using different textures for each face to imitate real lights if so the game should require too much resources.) Thanks Thanks very much. One more point I think the levels in games (such as buildings, walls and all static objects) are stored in one mesh object and other objects added later (I don't know if this is true) ...Show All

  • Jamie Thomson Needs steps to purchase Creator's Club memebership.

    I find the link for the Creator's Club here: http://msdn.microsoft.com/directx/XNA/creators/default.aspx I find nothing when I attempt to find an offering titled "Creator's Club" from here: http://www.xbox.com/en-US/live/ WT.svl=nav Or listed under the Subscription Plans: http://www.xbox.com/en-US/live/memberships/xbox360subscriptionplan.htm It should be easier than this. There isn't even a blatant "Creator's Club" menu item in the XNA Express "Community" menu. Any demonstrable links would be nice. -Thanks So, Creator's Club can only be accessed via the XBox console. -Thanks I have the same problem, I do not find how to ...Show All

  • Alpehans How do I build an install program for my application

    Hi, I would like to build an install for my application. My application uses DirectX, C++, Managed C++ and Windows Forms, all written with VS 2005 Standard Edition. Does anyone know where can I find a good example or tutorial on how to build an installer that will install all those components as well as my application I have started to look around and have seen InstallShield, Wise Installer and MSI, but I am having trouble finding examples showing me how to achieve the above. Any pointers appreciated. Cheers James Try InnoSetup, which is free and very easy to use. -Jeremy Also not that some of these projects will trey to determine the system dep ...Show All

  • Jassim Rahma Convert PC Game To 360 Game

    if anyone knows what kind of changes will need to be made, i would appreciate it. heres my Premise, its set in the year 2020 and i want to make a sort of perfect dark sequel, not perfect dark zero. joanna ends up getting into another fight with another corporation. i havent devised any weapons, or characters yet.           please help PLEASE REPLY!!! hey thanks man, some other people had told me the same thing, i just wanted to confirm. \ Thanks Again I've built a couple of XNA-based games so far that have both Windows and XBox versions.  I took the following approach: First, I coded the gam ...Show All

  • gauls Suggestion for stock Vertex structs

    I notice that the framework provides a few stock vertex structures like VertexPositionColor etc. This is cool but it would be great if these could inherit from an interface which provides a mechanism to get the SizeInBytes and Element information abstractly. These structs currently provide this information as static properties but this is no good if you are are trying to write a generic function that can deal with a number of different types of vertex structures seamlessly. My suggestion is that in future something like an IVertexInfo is provided that lets you deal with these concrete vertex structures abstractly.  Perhaps something like this. interface IVertexInfo {     VertexElement [] Elemen ...Show All

  • BJ Custard Can't deploy to Xbox 360 from GSE

    All Apologies but this is a repeat post from 31-Jan buried inside another thread that appears to have died. I can't push code to my Xbox 360 from GSE.  This issue has been reported by other people and their problems boil down to either having entered the 25-digit code incorrectly or, in one case, that their router didn't properly support UPnP. I've regenerated, accepted and reconfigured the key *many* times, making sure I don't have any 0's, 1's, 5's or 8's in the generated key to avoid confusion.  I understand this is a one-time key so I'm not reusing an old key.  I am most definitely getting the key right and choosing accept, not cancel. I have downloaded and installed Windows Media Connect (I'm running Windows ...Show All

  • EthanA Shaders without effects on the 360

    According to the documentation, functions such as ShaderCompiler.CompileFromFile are only available when developing in windows. Does this mean that you cannot compile a shader without an effect on the 360 In order to incorporate an xna rendering mode into my engine, I really need to be able to do this. Ok, I actually found the documentation in question, but could use some clarification. The PixelShaderProcessor class there actually uses the windows only ShaderCompiler.CompileFromSource method. Is this class used at build time to compile the shader in windows, prior to sending the now compiled shader to the xbox Yes. The content pipeline code all runs on Windows at buil ...Show All

  • Jon M. Compile Error: The name 'graphics' does not exist in the current context

    I created a new project using the XNA template and then started coding away using the 'Your first XNA Game' documentation. I created the moving sprite that the tutorial talks about but then I was going to add a second sprite, I thought it would be better to move all of my sprite code into a seperate class and just create two variables of that class instead of duplicating a bunch of code. When I move my sprite code into the class I get the following error. Error 1 The name 'graphics' does not exist in the current context 'XNAsteroids\Game\CShip.cs' 36 45 XNAsteroids I changed the Microsoft.Xna.Framework.Components.GraphicsComponent variable from private to public in an attempt to access it from a seperate class CShip.cs this is m ...Show All

  • Tom Hallmark Exporting from blender?

    Has anyone gotten exporting from blender to work yet I'm using the .x export option that ships with blender, and while the basic mesh shape is correct, it appears that it's oriented along the wrong axis, and it appears that the normals are flipped. I've tried several combinations of the export options, but haven't found the magic working one yet. Thanks, Ryan Thanks GILLT, I made sure I had the latest dx exporter, and I still had some problems with inverted normals, so what I did is I just pre-flipped my normals in blender, exported to .x, and then flipped them back. It's hacky, but it's enough to keep me moving for now. Ryan I had the same problem for ages ( ...Show All

  • AaronTM commercial or not?

    Reading the new FAQ, I found this: Q: What’s the difference between XNA Game Studio Express and XNA Game Studio Professional A: XNA Game Studio Express and XNA Game Studio Pro are related products targeting non-professional game developers and established professionals respectively. Both products integrate with Microsoft Visual Studio. XNA Game Studio Express is intended for the hobbyist/small development group and therefore designed to help create non-commercial games. XNA Game Studio Professional will include additional functionality needed by professional game developers wishing to create commercial, signed titles. Does that mean that we are not allowed to sell stuff we created with XNA GSE I can remember that, a week ago, the ...Show All

  • Gregor Suttie XNA GSE Help Files!!!???

    Dear, I Did Installed VC# Express And XNA GSE. Where Can I Found The XNA Tutorials And Help Files See also this thread - which is sticky at the top of the very forum you posted in http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=683758&SiteID=1 PLEASE, search the forums before posting questions. Thax Man. And Sorry ZMan, I Forgot To Search. Start C# Express, click the Help Contents menu item. On the left you should have an XNA item in the dropdown list. Click it. ...Show All

  • Polity4h Texture2D.getData Woes!

    Okay, so I've already read through a couple of the threads here on the same issue, but nothing helps my situation! I'm trying to capture the texture data so I can do some collision detection on it. Texture2D entityA = resourceManager.getTexture(a.CurrentAnimation); uint[] bitsA = new uint[a.currentWidth*a.currentHeight]; entityA.GetData<uint>(0, a.CurrentFrame, bitsA, 0, bitsA.Length); a is the entity passed to my collision detection. a.CurrentAnimation is the name of the sprite sheet containing the current frames for this animation. a.CurrentFrame is a rectangle representing the clipped part of the current animations sprite sheet (e.g. a rectangle that clips out which frame we want to use. Now this code always fails at teh getData ...Show All

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