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Software Development Network >> Game Technologies

Game Technologies

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Scaling my Skybox
Watch my videos from comp on 360
Seperating 2D objects that have collided.
Build speed with many projects
XACT audio sounds cutting out
GraphicsStream.Write not writing as expected
So how does this (non)commercial business work?
Redistributing XNA executables
Best coding practises with ContentManager and GraphicsDeviceManager ?
C# Marble Blast Ultra Source?

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Curtis the Analyst of Doom
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The Naked Programmer
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Answer Questions

  • Mark Garner XML TOOL KIT HELP

    hey there was wondering if any one is able to give me a few pointers on XNA. trying to create a toolkit using xna that will allow me to design levels, but also want to export the created level to an xml file and also reloaded it into my main game engine from the the xml file, any pointers cheers, thanks for there help About a half-hour ago I had found the page in the Help that lists everything that's included in the Framework for the 360. where Be aware that there is no BinaryFormatter on Xbox: that's not included by the Compact Framework. This and this should get you started. As for exporting the created level, create a Level class that's serializable: [ Serializable ()] class Level {   ...Show All

  • Esp_99 HLSL - do all my matrix math inside shader?

    Hi All, Just getting into HLSL, and was wondering if someone can advise if there's any drawbacks or problems doing my matrix math inside the shader, like world * view * projection, offloading it from the CPU. Specifically, I want to pass in my world transform matrix for the object into the shader, and have it do: objectWorld * commonView * commonProjection thx, p. http://msdn.microsoft.com/library/default.asp url=/archive/en-us/directx9_c_Aug_2005/directx/graphics/programmingguide/effects/usinganeffect.asp The section: Improve Performance with Preshaders Hi, Thanks for the info! That's the kind of previous experience info I was looking for. Is there any more info I can find on the pre-shader func ...Show All

  • Ranier Math.Abs inner workings?

    I'm trying to decide how to structure my code based on Math.Abs function. Does it just flip the signed bit to make the number positive Or does it check for a negative value and if found, multiply the number by -1 It does more or less exactly what you said it does, if the number is greater than zero the number is returned, if not its negated/ I actually came up with a different solution to my problem. Basically, I wanted to either rotate left or rotate right by a specified amount (say, 90 degrees). In my code, I added an increment to the current angle to track when I've rotated enough, then used a Quaternion.CreateFromAxisAngle to do the rotating. If I wanted to turn the ...Show All

  • davidacoder Loading 3D Landscapes

    Hello, I would like to start this thread as hopefully a complete how-to with 3D Landscapes until the documentation is availalble. Here are my initial questions: These would pertain more for those that want a shooter or mmorg, but useful for all! 1.) How would one load a 3d heightmap and view it 2.) How can you apply splatting to the landscape using alpha maps 3.) How can one go about paging the landscape ie: each sector would be (say 512 x 512) - how can you load/unload the maps to save resources. 4.) Performance - why choose .png over .bmp or .jpg for heightmap, alphamp and textures I wouldn't hold my breath for documentation in XNA on how to make 3d landscapes. Their are many o ...Show All

  • ceedee input handling

    i was trying to get some basic input handling done but i get this error Error 1 The type 'Microsoft.Xna.Framework.Input.KeyboardState' has no constructors defined  be nice please i am new to the language and xna namespace LearnXNA { /// <summary> /// This is the main type for your game /// </summary> partial class Game1 : Microsoft.Xna.Framework. Game { int posx = 240; int posy = 320; SpriteBatch spriteb; Texture2D spritetex; KeyboardState input; public Game1() { InitializeComponent(); spriteb = new SpriteBatch (graphics.GraphicsDevice); spritetex = Texture2D .FromFile(graphics.GraphicsDevice, "ship.jpg" ); input = ne ...Show All

  • MffM 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

  • Steve Whitley MSDN Subscribers

    Will the professional version of XNA be made available to MSDN subscribers Yes, I was wondering IF it would be made available for free or would we still have to pay for the software even though we are MSDN univerwsal subscribers Hi Steven, The exact details of the pro product have not been determined at the moment. Please hang on tight! I dont believe he is asking when, he is asking if. I am curious of this aswell. As a MSDN Universal subscriber, will I be able to download XNA Pro I think that would be a "they don't know yet". Both to when and if. ...Show All

  • Andrius Bolsaitis VertexBuffer and GraphicsBuffer

    i'm just starting with all of this, so please bear with noob questions. could someone shed some light as to what are the differences / applications of VertexBuffer vs. GraphicsBuffer if GraphicsBuffer is locked vertexbuffer (or a byproduct of a lock) then why is it some functions use VertexBuffer (SetStreamSource) as a data source and others use GraphicsBuffer (DrawUserPrimitives). Also, if anyone knows what really happens when you "lock" the vertex buffer, I'd appreciate the data. I'm sure my confusion will pass sooner or later.... thanks. GraphicsStream is a helper class for writing data to and from vertex and index buffers, and is more efficient than using arrays. Now, the problem I see is t ...Show All

  • Bob Mixon - SharePoint MVP Boing v.0.5

    My first "real" game. Just a pong game but I used a different way than just having on or two files. I'll show the source after I clean up the code and summarize it for others to follow. I'll keep adding onto the game to learn other things. Rate/Comment. Boing Version 0.5 i was planning on a speed increment thing like you have for my pong game, i was just gonna do it slightly slower. though your speed increments did keep the games nice and fast paced which is always good The problem you have with the ball. One way to check is that. when ball x > max x or ballx < min x or ball y > maxy or ball y < miny then restart ball position. of course that is not perfect way. I made it go fas ...Show All

  • Christian Schweizer HOW TO DEAL that ERROR:PushSource error LNK2001: _CLSID_FilterMapper??

    In VS.NET environment ,I have configured the vc++ environmentn included DX lib and .h file.But it show me error(PushSource error LNK2001: ......)when compiling the PushSource Filter Sample of DX program,please answer me how to deal Looks like linker problems. Have you read this post Linker/Compiler problems Read this first! If you stilll have problems, please follow up wtih more information, you really haven't offered much to have other people help you. We've offered great guidance on how to post a question here, amazingly titled " Please read before posting a question. " ...Show All

  • Seth Livingston Color Banding

    I am getting color banding issues when viewing my project on my Xbox 360. The textures look perfect when the app is ran on windows, using the same XNA source just in a different project. But when I display the textures on an Xbox 360, I get serious color banding. These issues are most pronounced when my Xbox is set to output at 720p or higher resolutions, but the color banding is still there even if the Xbox is set to 480p. The following code is what I am using to setup my 'prefered' values for my graphics device. If you got any idea what could be causing this, I would appreciate the input. graphics.IsFullScreen = true ; graphics.PreferredBackBufferFormat = graphics.GraphicsDevice.DisplayMode.Format; graphics.PreferredBackBufferH ...Show All

  • DaPosh any limitation with 256mb 360 memory cards?

    In the XNA documentation it states: "The largest space available on a memory unit is 52MB, so any save games must not exceed that size." I assume this is for the current 64MB 360 memory card. So there is 12mb overhead due to formatting or other uses I assume I am hoping this 52mb limit is not "hardcoded" in the XNA code anywhere. A 256MB unit is just around the corner. You can even pre-order it at gamestop.com; but it won't ship until March.. Is there anything hard-coded in the XNA framework impl today which will act as a limitation with these new memory cards I am assuming / hoping that the theoretical space available jump to ~ 244mb (assuming the same 12mb overhead for both cards), but I would like a con ...Show All

  • Kevin Zhang Simple Program very laggy

    For some reason my enemy ships seem to jump forward, pause, jump forward, pause. Seems like a bad case of lag, is it all my for loops #region Using Statements using System; using System.Collections.Generic; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input; using Microsoft.Xna.Framework.Storage; using Nuclex.Fonts; #endregion namespace SpaceShooter { /// <summary> /// This is the main type for your game /// </summary> public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; ContentManager content; KeyboardState oldState; Enemy[] ships = new En ...Show All

  • thukralz How do I protect my code when distributing it?

    Having read the FAQ. I noticed that in order to share your game creations (and lets face it, you can't get recognised without sharing your games), you need to send the other person the entire uncompiled game. This includes sourcecode, graphics, music, sound etc. etc. They then compile the code and download it to their xbox360 account and then only if they too are on the games creation program. My key worry here is that you send them everything you have just worked incredibly hard to create. Presumably they can then send this stuff on to whoever they please and god forbid, even sell it on! It strikes me that there isn't much incentive to distribute things this way. How is Microsoft going to prevent the above scenario Is there going to be a ...Show All

  • Kidsauth XNA Visual C#, requirements, I have Visual C++...

    I was wandering, if someone could tell me... (since I have "visual c++" and it is evolved from "visual c#", do I have to have visual c#, I mean I have visual c++, when I open instalation, it says I need viusal c#, but I have visual c++. Is there a way to avoid this Please help. Thanks. There's currently no way to avoid that at this time. You will need to install Visual C# Express. The good news is that Visual C++ and Visual C# Express will run side by side with no issues. Michael Klucher - MSFT wrote: Sorry there! Guess we were typing at the same time! LOL, I'm just after your job! Hello, Yes Visual C# Express is required for XNA Game Studio Express, it will run side by side with your ex ...Show All

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