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Software Development Network >> Game Technologies

Game Technologies

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Geneating Tangents?
DreamBuildPlay is up!!!
DirectX10 asm
load x file with opacity '0'
Dream Build Play - partner in crime
Is there a way to turn off interpolation of pixels?
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vector2 and tecture2d arrays
GameComponent designer
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  • AlexBar100 problems creating a triangle strip for a terrain section

    Hi I am having a few problems creating an index buffer for a triangle strip for a terrain section. I have a section similar to the following. 0 - 1 - 2 | / | / | 3 - 4 - 5 | / | / | 6 - 7 - 8 I define my triangle strip using the following indices also with one degenerate triangle, I have bolded it so it stands out better. 0, 3, 1, 4, 2, 5, 5, 3 , 3, 6, 4, 7, 5, 8 My first question is, is this degenerate correct it seems to be correct, but my next problem is what confuses matters as it really affects wether my terrain tile renders correctly without gaps. When it comes round to making my DrawIndexedPrimitives call, I have to specify the number of vertices, and the total number of primitives. I would have thought t ...Show All

  • Kris M. Ref Device

    Is wether there is there any work on optimizing the reference device, although it is nice to play around with DirectX10 the frame rates makes it difficult to get valid visual feedback. I am using Vista RC1 x86 on a NV40 with NVIDIAs 96.33 forceware driver. David Weller - MSFT wrote: Jack Hoxley wrote: As Ralf said - the RefRast is not really designed to be fast (although I'm pretty sure they will, if not already, optimize it where possible). RefRast isn't supposed to be "optimized"..it's a reference implementation, which means the focus is on accuracy and debugging, not speed. I wouldn't expect that to change much. Fair en ...Show All

  • Punpromk XNA GSE Language restrictions

    I've gone through the XNA GSE FAQ and I'm not sure I understand the decision in developing XNA GSE in a manner that doesn't allow it to integrate into Visual Studio languages other than the Express editions. Sure you can run C# Express alongside Standard, Pro and Team editions of Visual Studio, but I would suspect that a great many hobbyists (to which XNA GSE is targetted) have invested in at least Standard and even Pro editions. Won't these users be giving up extremely useful IDE features and coding tools because Express editions lack these features due to the nature of them being free products I honestly fail to see the logic in all this :) - Seef Plans for future versions of XNA aren' ...Show All

  • Mr_Z Texture alpha channel problem

    Is there a way to apply 2 alpha textures to a single polygon (with one draw call) What I mean is: I have GUI interface in my application, where everything is a textured quad. When I render a sprite (textured quad that has its own alpha channel) inside a "window" I need to clip it to the window edges (irregular boundaries). I already use SCISSORTEST to make simple rectangular clipping possible, but would like to be able to do something similar to Macromedia Flash's mask object. Ideally I'd like to have two alpha channels that would have a cumulative effect, and probably two sets of u/v coordinates as well. What's the best way to do this -nagual I haven't done any shaders yet. How would I do th ...Show All

  • Pranav Sanghadia 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

  • EileenWin waiting for a sound to finish

    Hi, I'm all new to this & there is probably a simple solution.. I'm wanting to play a sound and trigger an event or callback when that sound has finished playing. Do I need to check the status of the sound in each Update or is there a more elegant way Many thanks, Pat XACT supports notifications for this. Check out the IXACTEngine::RegisterNotification method and the associated XACT_NOTIFICATION_DESCRIPTION structure.  (Note that this functionality is not available in XNA).   Far as I can tell, the only way to accomplish this is to grab a reference to the Cue, and check the IsPlaying property every frame until it returns false. Then you can raise the ...Show All

  • demo_b XNA Game Studio Express - 8/30/06 ?

    I "Hear" the XNA Game Studio Express will be available 8/30/06 - ( ) Is there a Specific Site that has More Info (Where and How to Download it, etc) I am Intersted in Porting some of My PC Games Over to the 360 ... http://games.archor.com ( ) This is truly amazing. I have been waiting for something like this, so I have just signed up. This is really a smart move by MS. Thumbs up !!! You can register http://connect.microsoft.com/site/sitehome.aspx SiteID=226 for the Beta program today and then wait until the4 download is ready. Please notice that the Beta will not support the Xbox 360 yet. Your at the right place, just have to wait. Check out the FA ...Show All

  • lbendlin XNA Connect & Feedback - Issues

    Is it just me, or does the XNA connect / feedback page keep having problems I log in and the feedback option isn't available, or the page doesn't show at all... is anyone else experiencing these issues IE7 RC1 and no problems. I have IE7 and am having no problems Jeff Johnson wrote: Is it just me, or does the XNA connect / feedback page keep having problems I log in and the feedback option isn't available, or the page doesn't show at all... is anyone else experiencing these issues Please post the issues you're having on the Microsoft Connect website under "Feedback" and somebody on the team will take a look at it. ...that was a little "Microsoft humor" f ...Show All

  • Nightowly XNA Quake BSP class code

    I released the code of my bsp class its not fully completed but the hard work is done. The rendering engine is getting quite good with the lightmaps now completed. I'm now hard at work on the host command system and menu class. What I'm doing is kinda like the was it was in the original quake with a host running checking for command input from menu, code or game event. Right now you start in the console, open the menu and select a map from it to play. Enjoy! http://perpixel.dyndns.org/~guillaume/ Please remember when releasing code or making announcments to makr the post as a Comment and not a Question. ...Show All

  • olap_user DreamBuildPlay is up!!!

    Now go register!!   Actual contest details to come the week of Feb 5th Hmm... State location and phone number seem to be USA specific. An oversight, or is the rest of the world excluded More missing states... North Dakota, New Jersey, and Vermont are all missing... The site is live and yes we realize there are a few things that haven't quite propped properly. We've got people looking to get these fixed asap. To be clear, yes you will be able to register outside the US as this is a global competition. And yes, the missing states will be re-annexed shortly. Apologies for the wrinkles in the rollout. --dave ...Show All

  • venp How do I turn on antialiasing?

    I'm sure the answer is right in front of my face, but I just can't seem to figure it out. I scoured all the various RenderStates in the GraphicsDevice and just can't figure it out. Can anyone let me know how I turn on antialiasing in my XNA app This should be enabled by default, but here is how to explicitly set full screen anti-aliasing on: GraphicsDevice.RenderState.MultiSampleAntiAlias = true; hmm... I guess the problem is with my video card. In the control panel, antialiasing is set to Application-controlled. When I force 2x or 4x or 8x antialiasing from the control panel, my XNA app antialiases just fine. When I leave it on Application-controlled, its jaggy-city. ...Show All

  • WXS123 Looking for Custom Importer Example

    Hi I am looking for a Custom Importer example or tutorial. The information in help-file is a little bit too basic. I want to know how to write a custom importer yourself. Thanks a lot. Best Regards Gerhard Check out this article/sample I wrote: http://codecube.net/item.asp cc_ItemID=341 It shows how to write a custom content importer/processer/writer/reader that imports a simple textfile with references to N number of textures. Please note that I haven't had a chance to upload a v1 version of the solution, so when you download it you'll have to reset the references to the XNA libraries :-) Results from a simple Google search. ...Show All

  • Dylan Smith Performace: can't this thing draw any faster?

    I'm certain that I my code must have some critical inefficiency somewhere; I can run my favorite 3D video games at maximum settings, but my little DX app slows down to < 90 frames per second when it tries to draw 100 little boxes. Here's the code in a nutshell: protected D3D.Texture _texture; protected static D3D.Sprite _sprite; _texture = MakeTexture(); // ends up producing a 1x1 white texture _sprite = new D3D.Sprite(graphics); dx_graphics.BeginScene(); for (int i = 0; i < 100; ++i) { _sprite.Begin(D3D.SpriteFlags.AlphaBlend); _sprite.Draw(_texture, new Rectangle(0, 0, (int)500, (int)500), new Vector3(0.0f, 0.0f, 0.0f), new Vector3((int)300, (int)200, 0.0f), Color.FromArgb(255, 255, 255, 255)); _sprite.End(); } dx_graph ...Show All

  • Jason N Where are these "assets", "samples" and "starter kits" etc?

    I bought my annual subscription to the XNA Creator's Club yesterday. I've just read this on the Creator's Club description: "Both subscriptions provide aspiring game developers with access to thousands of game assets from Microsoft and key partners such as Turbo Squid Inc., as well as white papers, specialized starter kits, samples and technical product support to help turn Your World, Your Game into a reality." Can anyone tell me where I can find these "assets", "white papers" and "starter kits" etc AlfonsAberg wrote: Is there any big changes from the GSE beta 2 to GSE v1.0 No extra starter kits All I can see so far is that it allows you to run your ...Show All

  • gm64 Mouse Pointer not visible in Spacewar

    I managed to get the Spacewar game running after modifying the code by setting graphics.AllowMultiSampling to false. However, the Mouse pointer is not visible on the screen and I have no control to start the actual game play. Can somebody assist me Go to the “GamePadHelper.cs” file and uncomment this line. //#define USE_KEYBOARD Now you can use the A,B,S,W,D, and X keys. I got this information from http://www.xnaspot.com/Tutorial_GettingStarted.aspx which is really helpful. ...Show All

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