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Software Development Network >> Game Technologies

Game Technologies

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  • Iggy2 Cylinder between two vectors

    I have tried rotate this thing on every axis and I still can't get it right. what I am trying to do is draw the single bond between two atoms. Does anyone have an example of the math and steps to do this. I have two atoms in my world and I have the cylinder(bond) in between. I just can't get it to rotate 90 degrees into place.If the cylinder is laying on its Z axis that mean my Z axis is pointing straight up. What am I do wrong Thanks for your reply... If I remove my mousemove rotation from the mix. I get both atoms on top of each other and what looks like a dot directly in between them. Which means that the camera is on the z axis right I almost got this thing licked ...Show All

  • canadian_coder incrementing a value over time?

    do you know how I can create a function that runs every second or know of one that runs every second so that I can use it as a means of incrementing a value over time, is their a way to do this, also code would be a big bonus. Create an "elapsed time" member variable in one of your classes - your Game class, for example.In your overridden Game.Update() method, update the member elapsed time using the GameTime that was passed in. When the member elapsed time has passed 1 (for one second), you know that one second has passed. Subtract the 1 second from the variable and then do whatever it is you wanted to do. Your Update() method, in your Game-derived class: protected override void Update(GameTime gameTime) { this.elapsedTime ...Show All

  • fergar How to change Model indexbuffer

    I'm currently trying to change indexbuffer of a model with a SetData func, but it remains unchanged... My general task is to draw certains polygons of a model, what i must to to make it I found here topic about how to get vertexbuffer of a model, but i still can't set my indices... Any help would be appreciated :) i don't understand why setdata didnt work... anyway this is funny "The XNA Framework Content Pipeline, which is a set of tools that allow developers to more easily incorporate 3D content into their games." - XNA FAQ in mdx all i needed is load a model and in xna (that helps me save my time!) i need to write my own classes to make things that in mdx i already could use without any problems...... ...Show All

  • R.Tutus Rendering to Form's PictureBox (for Beta 1)

    Using this post http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=728525&SiteID=1 and other help from this forum I have build this sample: http://www.tonigreco.it/_XNA_/RenderToPictureBox.jpg (image) To download the project use this link: http://tonigreco.spaces.live.com/ . Fill free to use it, I hope this can help. If you have any comments or suggestions please post it here in this forum, thank you. Toni EXCELLENT, Toni, UDAMAN! Thank you, mybe you will like also this: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=793239&SiteID=1 "Game Scripting and Effect Editors rendering to PictureBox", for Beta 1 version. Toni ...Show All

  • AndyPham alpha channel in basiceffect

    Does BasicEffect give you control over alpha blend modes such that I can use an alpha channel I searched on the forums and found some references to blend modes for sprite batches, but this is just for a straight up model. I'm using a single PNG with RGB and A from photoshop, applied properly in Max as both diffuse and opacity maps, etc. I only see the rgb channels in XNA. I know I can do this with a shader but would like to know if BasicEffect can do this. I actually needed a texture-based alpha channel - a different alpha value for each pixel. I believe the Alpha property is a single value for the entire texture. Yes BasicEffect does do this its accesse ...Show All

  • JN5943 How do I run my XNA Game on xbox360

    How do I run my XNA Game on xbox360 Does my XNA Game that want to run on Xbox360 must create by Template of "Xbox 360 Game" in New Project Window akira32 wrote: How do I run my XNA Game on xbox360 Does my XNA Game that want to run on Xbox360 must create by Template of "Xbox 360 Game" in New Project Window Yes, and there's a "Connecting to your Xbox 360 with XNA Game Studio Express" section in the help. I'd have a read through that. ...Show All

  • lokeshbohra Multiple Mice

    I heard direct input support for multiple mice was removed in DX9.  I was wondering what the reasoning behind this is and also whether I have any alternative than using DX8 Cheers Where abouts did you read that it had been removed DirectInput didn't need to be (and hence wasn't) changed between v8 and v9. It's common practice to enforce this by putting the following #define before including dinput.h: #define DIRECTINPUT_VERSION 0x0800 hth Jack      There is an unmanaged C++ function SetWindowPos that allows you to set your window to topmost.  I'm pretty sure there is a message for when your application's z-order changes, and then ever ...Show All

  • RicoE Compile error in dxstdafx.h

    Hi, I'm writing a simple program in Visual C++ 6.0 to play some sounds in wav files. The project is a MFC Windows application. I've added the "include" directory of the DX SDK in the compiler options and the "lib" directory in the Linker options. I've also added the "samples\C++\Common" one for dxstdafx.h. Using precompiled header gives me errors so I've choosed to not use precompile headers in compiler options. Only including the line #include <dxstdafx.h> gives this errors: g:\programmi\microsoft directx sdk (february 2006)\include\dsound.h(305) : error C2146: syntax error : missing ';' before identifier 'dwReserved1' g:\programmi\microsoft directx sdk (february 2006)\inc ...Show All

  • JennyMQuinn JIT register allocation and bounds checking

    A few questions for Shawn or one of his buddies: 1/ Does the register allocator used in the XBox JITter use all of the available scalar floating point registers If not, how many can it deal with 2/ Does the XBox VM ever skip array bounds checking, and if so under what conditions 3/ Presumably there are no bounds checks when using unsafe code and pointers 4/ Are the method inlining limitations of the CF VM mentioned here still applicable to the XBox VM - especially the one about not inlining any method with floating point arguments or return values (yikes, that would be all floating point setters and getters!) Andy. Forum skills Like hijacking someone elses thread to make your ...Show All

  • Diamantregen Re-focusing XNA game window

    I am sure this is easy, but I am new to C# and having a hard time re-focusing the XNA window to the front after my splash screen is done.... when the splash screen goes I need someway to call something similar to this.focus....Help please =).. Thanks..... Shawn Hargreaves - MSFT wrote: dczraptor wrote: Couldn't you just display your splash screen _inside_ of your XNA app That's how I would do this. When the app starts up, load the splash screen graphic, display it, then do the slower load of all the rest of your content while the splash screen is up to cover it. QFT and clicky using System.Windows.Forms; ... Form myForm = (Form)Form.FromHandle(this.Window.Ha ...Show All

  • EWANAME Triangle strips Vs. ordered index buffers

    Triangle strips are fast, but why exactly Is it because they never have a cache miss, or is it because the cards have some special optimization just for triangle strips (and fans) If I, instead of a triangle strip, have a vertex buffer and en ordered index buffer so that the indices mimics the order of a triangle strip, will this be just as fast as a strip .. or is there something else to it I have a mesh where a triangle strip can not easily be built, but I can however order the indices in such a way that each triangle reuses two vertices of the previous triangle. Each primitive only introduces a single new vertex (index). How would the performance be I could test this, but I would like to have a theoretical answer first and then make ...Show All

  • Carroll Barrett How to draw to an offscreen texture (for screen effects and video feedback)

    I'd like to do some screen effects with a pixel shader and maybe also some video feedback stuff. I'm trying to figure out how to render to a texture (maybe an Offscreen Surface ) which I'll then be able to render back on to the graphics device's buffer. I'm not sure whether I should use GraphicsDevice.CreateOffscreenPlainSurface or GraphicsDevice.CreateRenderTarget or what sort of paramters I should feed to either of those. The once I've got a Surface created by one of those methods, I'm not sure how to set it as a render target... GraphicsDevice.GetRenderTarget with an index above 0 always throws an exception, so I'm guessing there is some way to explicitly add Surfaces to GraphicsDevices as a render target that I can't seem to figure out ...Show All

  • Nick2006_Houston Gamestate tutorial?

    Hi all! I am looking for a GameState tutorial for XNA. I searched this forum and found a nice tutorial on the subject. ( http://www.kalme.de/index.php option=com_content&task=category&sectionid=4&id=14&Itemid=26 ) Except that it's not using the XNA framework so there is alot of stuff in the tutorial that is already taken care of in XNA. If there is a tutorial about how to handle gamestates in XNA it would save me alot of time figureing it out by myself from the tutorial above. I am glad for all the advice I can get. Happy coding George Clingerman wrote: Hopefully I get a tutorial up on that at some point...so much code, so many tutorials, so little time :) QFT! So Im ...Show All

  • xRuntime Windows Forms Panel Rendering

    I successfully have rendering to a panel working in my Windows Forms app with a Graphics Device in Beta 2. My question is this: Can I render to TWO panels by using another Graphics Device I tried this (created a new instance of GraphicsDevice and then tried to render there) and had no success. So, to give you an example, think of a 3D-Modeling application such as Maya or 3DS Max where you have multiple panel viewports. I'm just wondering if this is possible or how I might do this. What I did is create another GraphicsDevice passing the handle of the second panel. It never rendered when I tried this. Has anyone else had success with this Let me know if this is possible or you need clarification on my question. Thanks in advance ...Show All

  • johnstonb WrongMode exception when restoring surfaces in C#

    Hi! I've written a function that gets called by my graphics engine everytime my rendering window looses focus. However, the first line in that function gives me a WrongModeException . I've looked it up in MSDN, but it says that it's deprecated and that "This surface cannot be restored because it was created in a different mode". I've no idea how to get rid of it, so any help is appreciated! I've tried updating all my DirectDraw references to what seems to be the newest versions, but to no avail. Here's my code for restoring surfaces: public void RestoreSurfaces() { SurfaceDescription Description = new SurfaceDescription(); Devc.RestoreAllSurfaces(); ImgSurface.Dispose(); ImgSurface = null; ImgSurface = new Surface(Path, ...Show All

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