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Software Development Network >> Game Technologies

Game Technologies

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Quaternion Tutorial
Problem with DrawUserPrimitive(), MRT's, while using the D3D debug runtime
Can't create a spritebatch
Set the texture of a RenderTarget2D?
How do you draw text?
I need to Load my own graphics format file --> Custom Importer
Cannot Open Prcomplied Header
Moving raw data through the content pipeline...
Go to the next character
SpriteBatch.Draw(..., float layerDepth) No Longer Works For Me

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  • Radith SpriteBatch can't be created

    After migrating all of my code to Beta 2, everything seemed to work on on one of my desktops. On my other desktop, it seems that I can't create a SpriteBatch object. The device and everything will create and I can watch it run through a blank screen forever. But i can't create any kind of spritebatch object. Everytime i try to create one, the program crashes. Anyone have any ideas about how I can fix this it's in the right place. i never had it in the constructor. in beta 1 i had it in the OnStarting, when I ported to Beta 2, i have it in the Initialize. Bill Reiss wrote: Beta 2 requires a hardware Pixel Shader of 1.1 or better for SpriteBatch. This seems ...Show All

  • Andrea Lattuada Microsoft.Xna.Framework.Rectangle vs. System.Drawing.Rectangle

    I noticed that the XNA framework Rectangle does not have a Contains method like the System.Drawing.Rectangle. http://msdn2.microsoft.com/en-us/library/system.drawing.rectangle.contains.aspx I found this function handy for handling mouse clicks on my 2D tile map. Is this by design, a bug, or yet to be implemented Thanks, Trey I could see where Offset would be useful for moving sprites. The would probably be used by someone at some point. Why have confusion and not have them have the same methods Greetings, I posted a suggestion for the Contains function on Connection before finding this post. Sorry XNA team. Here is what I am doing to solve the Rectangle.Contains overload for ...Show All

  • Toby Leduc Direct X10 and Vista - Compatibility

    Simple question, will Direct X10 only be compatible with Vista The Vista desktop itself runs under DX9 - MS themselves have said so in several interviews/articles. The reason is Vista and DX10 were developed concurrently, so the Vista group couldn't build the desktop with an unfinished 3D API. So the Vista desktop probably isn't going to work with the new driver model. That being the case, DX9 will certainly run under Vista. DX10 will operate on XP in a "fallback" mode, similar to how DX9 operates on older DX8 cards. You won't get all the new features. And if the game developer didn't make allowances for this scenario, their game probably WON'T run under XP. Game developers are notoriously conservative about moving ...Show All

  • OzerK beginners tutorials

    Hi Where is the best place to find beginners tutorials in xna. thank you hah... it is! and I actually was wondering why he didn't include it in his post either. Easy to overlook the sig. btw... I saw you on channel9 today george. Your a star =) Yes, don't forget George's xnadevelopment.com ... The Jellies alone are worth the visit! :) OK, here we go: http://learnxna.com/default.aspx http://msdn.microsoft.com/directx/xna/learning/ http://msdn.microsoft.com/directx/Community/default.aspx http://www.ziggyware.com/news.php http://xna101.spaces.live.com/ http://xnaresources.com/ http://www.xnatutorial.com/ http://www.xnadevelopment.com   ...Show All

  • A.Russell Vector maths methods...

    Following a long day of writing and debugging some nasty rigid body physics code, and feeling the pain of the maths library I have to use for this C++ work, I thought I'd take another look at the XNA maths code to see if the results would be more readable (as you might hope ;). ... But my quick look at the framework docs seems to show more deficiencies than in the code I have been using all day... 1/ There is no Point3 class. This is a real pain as libraries that don't distinguish points and vectors are a right pain - transforming a point by a 4x4 matrix will result in a different result to transforming a vector. (And I don't want to resort to coding every point/vector as a homogeneous coordinate either!). There appears to be a ...Show All

  • robear Converting images to Pipeline without XNA Game Studio?

    Is there a tool available to convert / view XNA Pipeline files Reason being, is that the person doing the art would generally want to try changes images etc.. without having to have Express installed etc... MR_ED wrote: But then for him to see the changes i would have to re-compile... and we are working remotely, so he would have to send me the BMP file I would have to compile and send him the XNB file. I don't get what you're trying to say. Giving him the ability to compile the files won't remove the need for them to be sent to you. If someone does create something like this, let me know. Better yet, a component that I could use in my app. :) The app I'm working on hopefully will ...Show All

  • Krop Major Game and GameComponent class refinement ideas

    I've posted some extensive ideas on possible ways the core XNA game components could be refactored to solve some of the common complaints & issues I've seen discussed here. https://connect.microsoft.com/feedback/ViewFeedback.aspx FeedbackID=195718&SiteID=226 I'd really like to hear what other people think and perhaps start a bit of usefull discussion here regarding the direction the XNA Game/GameComponent/etc framework is taking. Personally I would like to see all the component "Draw" code refactored into a subsystem with sortable layers (with the consequence of giving up design time support), but I'm curious what other people think. Maybe the site relies on a cookie stored from a previous page. I can see it if I browse the re ...Show All

  • Robin Imrie Dispose

    Hello, I've noticed that apart from the top-level "using" statement, the example code never calls Dispose on anything. Is that something we should care about Does it cause unmanaged resource leaks What resources get disposed for us Thanks, Peter Ralf, I would have to disagree with you. Because you do don't know what Pens.Red does. I reflected on the code, and it does get the pen from ThreadData. You can call dispose on this pen, but it fails (with an exception). Assuming Pens.Red did this; public static Pen Red() { return new Pen(Color.Red); } In that scenario you do want to call Dispose. If an object has Dispose, call it. There is no such thing as "you own the object". All the code ...Show All

  • Hassan Ayoub Sprite Draw2D Performance

    I have two textures (256 by 128) and (64 by 128) in size. Side by side, they display a 320 by 128 image. I repeatedly fill the textures up with data through pointers, display the textures using the Draw2D command of the Sprite Class in D3D with the August 2006 version of the Managed DirectX SDK. When I display the textures in their normal size, I get peformance in the 55-60 FPS range, where 60 Hz is the screen refresh rate. I would like to stretch the 320 by 128 image to 1024 by 512. When I use the Draw2D overload: c# public void Draw2D ( Texture srcTexture , Rectangle srcRectangle , Rectangle destinationRectangle , Point position , Color color ); to stretch the image to 1024 by 512, it basic ...Show All

  • rnellis2002 Viewport Height and Width

    OK so I'm very new to XNA and I'm just trying to understand something which I'm sure is very simple. I've created a Viewport variable(don't know if thats the right term for it) and am trying to use that to get the value for the height and width of the viewport using using variableName.Height or .Width but for some reason this value is always 0. Could anybody tell me why this is being read as zero and not the actual viewport width or height Thanks for the help. To get the dimension of the currently active viewport you have to query your graphic device. The property “Viewport” contains what you want. ...Show All

  • MESSA Sprite is not transparent

    Ok I finally got the game to work but I have a new problem...my texture which I made transparent in DirectX, doesn't have the transparent background when I run it. Is this due to my graphics card & me adding that line of code to make the program work Sorry I can't remember the exact line but it's been floating around the forums, I think we all know what it is. This is how I got transparent textures to work... Use the DirectX Texture tool and create a new texture the same size as your sprite. Now import your sprite into that layer. Now create a new sprite that is black and white. White is what is visible and black is transparent. and load unto alpha layer. Save it into one dds file and load it.. ...Show All

  • ForEverLearning How long before we see non-game apps for the 360?

    How long do you think it'll be before we see web browsers and RSS readers being written for the 360 Or will the lack of network support kill all of that I'm just as excited about the possibility of writing/sharing/running tool and helper apps on the 360 as I am about games. LukasTaves wrote: What does RTM stands for Release To Market or some such, meaning when the full, regular version is available. aka_Big_Wurm wrote: Derek Woo wrote: As soon as XBox Live support becomes available. I can just imagine a way better download manager. Rather than just 6 downloads to queue up, an unlimited amount to queue. Possibly even multi-part, that is if Mi ...Show All

  • Adam Uebel XNA with other languages

    Hello, my name is Brian i am an Indie developer looking into the XNA. My question is, will XNA ever be able to be used with VB.net and will microsoft allow it as a language to be used whilst creating Xbox 360 and Windows games than you. i meant more like older first person shooters like...Quake1-3, Half-Life, and Adventure games. Well, in a generic sense the XNA framework can do anything you want it to. It's not a physics engine, it's not a drag and drop game maker. What the XNA framework does is make creating a game easier by taking a way the need to know all the low level stuff like game loops, setting up communication with the graphics card, setting up communic ...Show All

  • James Geall Scene statistics

    It is possible to get scene statistics: total number of triangles, number of visible triangles How to do it Yes, that's part of the ModelMeshPart class; look at the PrimitiveCount field. On Windows, you can use the PIX tool (part of the DirectX SDK) to obtain all kinds of information about your scene. The overlay statistics mode is particularly useful here. We don't have any automatic way of doing this on Xbox, so you'd have to add your own instrumentation to your drawing code. Thanks for quick help! Ok, it is possible to get number of triangles when loading X model ...Show All

  • Alexander Petukhov Buttermilk Game Engine / Gui Engine

    I've submitted for a project at CodePlex. I've officially named it the Buttermilk Game Engine! The GUI portion is named the Buttermilk Gui Engine. Both are acronymed BGE, which is the same as the initials in my name. Pretty clever eh  ;) Hehehe... I typed up the current features list like so - Buttermilk is the game engine I'm building for the 2D XNA game "Rogue Bishop". It's a very easy to use 2D engine which additionally supports 3D objects in the 2D scene graph. It currently includes the beginnings of an advanced but simple to use dynamically skinned GUI system. The GUI system is completely separated from the 2D game engine in its own project module, and can be used in any XNA application, 2D or 3D. Current fe ...Show All

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