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Software Development Network >> Game Technologies

Game Technologies

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Programming Noobs
Saving model to .x file
Round circle with specific points
How in XNA Game Studio Express correctly to include a full-screen mode?
XNA's use of Collections
A VERY simple question. I'm obviously missing something -er- obvious
XNA templates not showing up
Error Installing DirectX August 2006 SDK - A required resource cannot be located
Minimize/Restore MDI Child with DirectX problem
XNA??

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  • Alan Robbins Having a little trouble with XNA Spot tutorial...

    I have been doing the How to Draw a 2D Sprite tutorial from xnaspot.com,and I still have a lot to learn and I got all the info inputed and there is one error that I cannot figure out, and that is in the update funtion, I put what I was supposed to, and even tried pasting it, because I have been typing everything to get it down (I would be way past it if I just copied and pasted) and it seems like there should be a }, yet when I put that down it still says }expected, I tried removing it and 9 more errors popped up, so I need to know, what am I doing wrong I would greatly appreciatte any help you guys can give me. Looks like you're just missing the bracket that ends the update method. Stick another } above the protected override v ...Show All

  • ClaudiaHelpOnVSTO What do i need to get started ?

    Ok i have visual studio 2005 and the direct x SDK. Im also armed with my 70-316 mcp (not that it helps) Ive been studying C# now in my spare time for about 2 years and would like to try building a simple game either like sim city / a tycoon style or something like guild wars / warcraft / final fantasy. Im at a loss as to where to get started though !!! Any ideas Hello Visit http://www.microsoft.com/events/series/msdnvideodev.mspx#Introduction%20to%202-D%20Video%20Game%20Development I've seen the webcasts on the msdn web site but was hoping to get my hands on something a bit more practical. Sites like the one above are ideal :) I didnt realise there was so much math involved in all this gaming stuff, ...Show All

  • Pareshbsel GSE and Vista

    So I heard on letskilldave (and the FAQ mentions it too) that there will be no Vista support for awhile, but I was really curious as to what the policy of GSE on Vista was. Is there some technical reason that it will not run, or is it something discouraged due to lack of testing e.g., will I be able to convince it to run by fooling/mangling the installer, or will it explode when I try to do anything with it Having just installed Vista 5536 on my best machine (the one sitting next to my 360 and the one with a new video card) and loving it, I don't think I could stand switching back to XP. I also need to do some ‘real’ dev under Vista, so that makes things difficult too ;( Thanks for any info anyone knowledgeable can ...Show All

  • jmelvin Use of professional 3d Game Engines with XNA - Port

    hi there, I got some questions about the compatibility of the XNA Framework with 3d or game Engines. By now where are a Team of  7 Student of the Games Academy in Berlin producing our game with the trinigy Vision Engine and the Standard Visual Studio 03. -> www.project-barcode.com My main questions is if its possible to combine the trinigy vision engine and the XNA Framework/ studio Our Programmers got experiece with c# but are not used to create games on it. Whats the overall state of campatibility with engines and the XNA Framework Or is there by now just a support for the Torque X Engine the trinigiy Vison 6.0 is a fully Dirext X engine coded in C++. Would it be possible to correct our ...Show All

  • DotNetSavvy Can XNA Build manage LOD?

    Hi everybody. Assume that you have an Asset that has three levels of detail (you have for instance three different models of the same car) How does XNA build manage this kind of things (Moving to XNA Game Studio Express Forum) Ahh gotcha, You sound like you have, but have you read about the XNA Framework Content Pipeline (See here for more details: http://blogs.msdn.com/xna/archive/2006/08/29/730168.aspx ) as mentioned in the post it’s not available currently but the easiest way to do this will be to put together a custom processor that would take the three models and create a class that you could use that would make them easily accessible as LOD's. You could even do this and still use the existing Model ...Show All

  • Sam Johnson SpriteBatch Source Rectangle

    I am drawing my sprites using a single texture and cutting them with the sourcerect feature, however, this causes my screen to flicker if I move the sprites using a float number with decimals, because they have to be converted to (int). My question is: Is it possible to draw(even if having to code a new batch class) using a different struct other than Rectangle that uses floats instead of ints //Desenhar Mapa Tile por Tile na horizontal de cima p/ baixo for ( int i = 0; i < Map.MapHeight; i++) { for ( int j = 0; j < Map.MapWidth; j++) { if (Map.TileArray[i,j].Hover(Screen)) Map.TileArray[i, j].Render(renderer, Map.Texture, drawPosition); } } (...) public ...Show All

  • JohnHadj A couple more questions

    Does the Xna Framework support bump maps for the 3D models In the tutorial, we create a view of sorts using: matrixView = Matrix .CreateLookAt(camPosition, Vector3 .Zero, Vector3 .Up); matrixPosition = Matrix .CreatePerspectiveFieldOfView( MathHelper .ToRadians(4 5.0f ), aspectRatio, 1.0f , 20000.0f ); and later on: effect.World = Matrix .CreateRotationY(modelRotation) * mesh.ParentBone.Transform * Matrix .CreateTranslation(modelPosition); effect.View = matrixView; effect.Projection = matrixPosition; What I'm trying to understand is what these matrices are for. What's the difference between a View matrix and a Projection matrix I assume the World matrix is where the mesh is in the game world. I'v ...Show All

  • KimberlyL Anitaliasing when rendering to sprite

    I'm hoping someone can help me get antialising working in my game. I figured out that when rendering directly to the screen I can set antialiasing using these fields at the top of my render function. myDevice.RenderState.MultiSampleAntiAlias = true ; myDevice.PresentationParameters.MultiSampleType = MultiSample.SixteenSamples; myDevice.PresentationParameters.MultiSampleQuality = 8; I've been building a library though, where every asset has it's own render function, and the screen is rendered to a RenderTarget2D and displayed on a sprite, and I cannot for the life of me antialias the 3D objects in my screen. I tried setting these fields in the game render function, on the render functions of all the individual objects, on th ...Show All

  • Mike Krysl getting started

    hello, im new to game developement (and these forums), and have a questions. first, im only in highschool, and want to get into game programming. obviously i really dont have the expierience (or patience) to learn all those languages and databases, but i want to know a good place to start, since one day i want to be a pro. i have been messing around with flash and stuff but is that a good way to start, since when im an adult i want to be ready for the next gen systems what should i start learning first thank you bad habbit, i will get busy leaning! C#, C++, VB, etc, are compilers, basically tools that you use to build your programs whether they’re executables or ...Show All

  • Codigo47 Need help with calculating movement

    Hi everyone, I'm making a simple top-down shooter using the XNA framework, kinda GTA style. Your character will look to where your mouse is, and you have to use the WASD keys to move. Now, the W and the S key work fine (move towards and away from the mouse, respectively), but I can't get A and D to work. The idea is that when you press and hold A the character will move around your mouse clockwise, and D will do the same, but counter-clockwise. Can anyone tell me a good way to do this, or link me to some tutorial Here's a screenie of the game in it's current state to show you in what direction I'm going with this. *click* Thanks, Aistina aka The Serious Spoon Hmm, unfortunately I am not familiar with ...Show All

  • nick5454 DXUT not working with the december SDK under RC1 5600

    Hi, I have found that the sample code is not working with Vista RC1 (5600) and the december SDK update. When the code reaches the DXUT_Dynamic_D3D10CreateDevice function a message window tells me the following: "The procedure entry point _ftol2_sse could not be located in the dynamic link library msvcrt.dll." Anyway after this the program continues after switching to DX9, DX9 is working fine but I am not able to run DX10 even in REF mode. I have tryed to install SP1 on VS2005 and a Vista beta hotfix for VS2500+SP1 and the problem persist, I have also observed that when I switch to debug directx on the control panel this message window appears constantly since I log my user onto windows leaving the user interface black an ...Show All

  • My Vizai Multiplayer & C# XNA

    Hi, I've downloaded and installed the XNA Game Studio Express (beta) and then gone through the tutorials. All is working great and I have a couple of simple stand alone 2D games working. I would now like to try and make a simple 2D or 3D XNA game with multiplayer capability in mind. Now I have searched through the forum and FAQs and found that multiplayer is not CURRENTLY available for the Xbox. This is fine as I'm new to all this and I’d like to develop my first multiplayer game as more of a learning experience than anything else so am happy to just start on Windows XP. For multiplayer on Windows XP one of your posts suggests using System.net but doesn’t go into any other detail or point to a site ...Show All

  • Anonomuys Terrain Options

    Hi Whats better for implement terrain -Use the content pipeline for load then .x file with the terrain or -implement de class for convert the pixels of .raw file in vertex with the height (y axi) dependent of de gray color I have problem whit the first option becose a can't extract the vertexs of vertexbuffer becose the vertexbuffer is WriteOnly What I can do thank's There are a ton of different ways to do terrain, depending on how large an area you want to cover, what kind of level-of-detail (if any) you are planning on doing, whether you need to dynamically modify it, and so on and so forth. At the simplest extreme, you could just read in a mesh containing your terrain data ...Show All

  • georgeob Vista allows What versions of DirectX?

    (split from http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1221168  to make a new question) It is interesting that you say that because I am testing a VB6 app that was working fine on XP and below but now fails on Vista when it tries to create a DirectX8 object, specifically Set oDX = new DirectX8 throws Error 429, ActiveX failed to create component. Running in XP SP2 compatibility mode does not work either. I would be really grateful if anyone has any ideas on this.  I also tried running the latest DX9 redistributable because I heard that was providing backward compatibility, but to no avail. Thanks. Check this out http://forums.microsoft.com/msdn/showpost.aspx po ...Show All

  • Chidu Unable to load content && X360 Club sub question

    Hi, I'm creating a demo on the windows version atm, but it refuses to load any content - A couple of textures in this case. I created a folder in the project called Sprites, then added two existing items, one a jpg off the net, the other a bmp created in paint. I named the assets "Sign1" and "Metal1" but when I went to load them, Texture2D spr = content.Load<Texture2D>("Sign1") it threw a contentnotfound exception. I've tried everything I could think of, including turning on copy to output dir, and by referecning them by their actual filenames. all the same exception. Is it a bug or am I doing it wrong Also, getting a 360 in a week or so and want to do coding on it, but i have no credit card, will i be ...Show All

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