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Software Development Network >> Game Technologies

Game Technologies

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Benefits of XNA Game Studio
1946 part 1 "no missions"
Rants on XNA 1.0
Get and Set with a Vector
Draw() called before Update()
How to monitor microphone input level?
DirectInput, mouse: identical dwTimeStamp for consecutive mouse events
How do I protect my code when distributing it?
Tutorial 1: Displaying a 3D Model On The Screen question
Power of XBOX360 - raw triangle power

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  • Venkateswarlu M DirectX merge module for windows installer

    Hiya, I developed a small application that uses DirectX... Create an installer wizard using VS2005 ( the deployment project ). Is there any DirectX merge module there I don't want to pack a 200Kb setup + 54Mb of the DirectX redist... what I want is the wizard to connect Microsoft and download the latests DirectX like it does with the .NET 2.0/Windows Installer 3.1 stub! Any solution to this please ps: I know I could use DirectSetup, but I WANT to do it inside the installer pointing to a web site. thx bubu wrote: Yep yep, I know in the documentation says: However what I cannot understand is why Microsoft can't make a .MSM merge module ( hosted in the microsoft site ) like does with .NET, VC++ run ...Show All

  • Puzzled I want to use a simple fx shader on a simple loaded model

    What I want to do seems very simple to me. I want to do this - Load a 3D model using ContentManager.Load<Model>(...) Load a shader Effect from a .fx file using ContentManager.Load<Effect>(...) Render the 3D model using the shader from .fx file. Can anyone give an example of this that is as straigh forward as humanly possible It does not seem like this should be a difficult thing to do, but I have no idea since I've never used shaders. Also, if anyone has a simple .fx file I can use to test my code, that would be great! I'd love to give my Buttermilk game / GUI engine the power of shaders! Thank you for reading! Ok, I figured out the problem. The example you give does not use parent tra ...Show All

  • 2V. The Missing "How To Load Resources" Documentation Posted to the XNA Team Blog

    Hey XNA Developers, One of the big items of feedback we've heard is that the "How To: Load Resources" document was missing from the documentation for the XNA Game Studio Express Beta. We're happy to report that the document has been posted for you to view at the XNA Team Blog; be sure and check it out if you have any questions about loading resources for your XNA game! http://blogs.msdn.com/xna/archive/2006/09/18/761355.aspx I'm pretty new with these concepts. When I load textures from a file or make a new spritebatch, where in that template should I be placing this code Thank You. I use a different pattern, that takes advantage of the fact that all device dependent resources are automatically "disposed" when the dev ...Show All

  • goku_simon Problem using SurfaceFormat.HalfVector2

    I've been trying to adapt the C++ DirectX motion blur sample to XNA. This sample works perfectly on my NVidia 7900GT. In my own program I successfully create a "velocity" render target with SurfaceFormat.HalfVector2. Unfortunately something goes wrong with the graphics system when I set this with SetRenderTarget() - the program doesn't hang, it just refuses to render anything after that. This is very strange because I don't even have to use the blurring pixel shader (which in turn uses the velocity render target's texture) for the problem to exist. The act of calling SetRenderTarget() with the HalfVector2 render target seems to cause the problem. If I use SurfaceFormat.Color for the render target the program renders as normal, th ...Show All

  • Clay B Equivalent to OpenGL Displaylist

    Is there an equivalent in Direct3D to OpenGL Displaylists Thanks, Alexander. shade wrote: Nope, are display lists still around in OpenGL I am quite sure they have been removed from the new standard. Display lists are alive and well. As a matter of fact, unlike D3D, OpenGL does NOT remove functionality when new functionality needs to be added. This is probably one the strongest advantages OpenGL has over D3D. It's a "if it ain't broke don't fix it" mentality vs. a "cut and run" mentality. The continued lack of ID3DXLine for D3D10 is one shining example (and please don't say something as naive as to suggest that stylized lines can be done through a GS) shade wrote ...Show All

  • Leo Diao Problem in Device Capturing Multiple times

    hi there, I have made a software using C#.net managed directX 9.0 that used to run different movies, images and etc now i am facing a very anowing problem, when ever i used to run my software many times more than once, it gives me exception at some later stage and start running the movie in separet window out of the device window. if i did not stop palying my software it did not give me thius typoe of error and keep on playing movie and etc very much smoothly.... till now i can only understand and juged that it is because of capturing device more than once or may be i have not done somethingmore beside disposing the device. for information .... i always initialize device from scratch when ever i trun my program. Please reply soon ... ...Show All

  • Josh Kinder Tools needed

    Ok. Before you guys all flame the "newbie", I've done quite a bit of level building in the Unreal Editor (for Raven Shield (PC)) and I'm not a completely green game developer. What I am is NOT an artist, yet I fully intend to build this game myself. So, I was wondering : what tools do I need to get this whole thing done I've got XNA GS Express, but that's it. - What would you use to make your models so that they can be put into the pipeline and made part of an XNA project like spacewar - Would you use the same tool to do the textures/skins for your models When you export the models, do they contain the texture co-ordinates and textures, or do you have to rig that up manually within your XNA app - What would you use to package u ...Show All

  • Jamie Thomson The values used in the attempt to create the GraphicsDevice were invalid.

    Is this because my graphic card does not support shader model 2 I didn't even know of this requirement till I saw it on the readme file. Time to change my geforce4 Groovy. This is a bug. We're supposed to fallback to disable multisampling if it isn't available. I'll file a bug. Struan wrote: I got it to work. Add this line after the Graphics component is created: graphics.AllowMultiSampling = false ; Then in the WindowsGame_Starting function set graphics.AllowMultiSampling equal to false again. THAT WORKED!! Good on ya mate This is a congratulatory sheep -> try line 109 in SpacewarGame.cs What type of card do you have ...Show All

  • sars XNA framework for non C#

    One of the great advantages of the .NET framework is that developers can work on the same project in different programming languages. As I'm reading about XNA, it seems that this will not be possible with the XNA framework. Will the only programming language that has access to the XNA framework be C# I had a commercial application in VB6 and I'm rewriting it.I'm currently writing code in VB.Net for Managed DirectX. I know that the big players on the gaming market don't use VB, but 3D visualisation is gaining importance outside the gaming industry. Like me, I think there are a lot of programmers out there who are developing applicitations, where 3D visualisation is important, but not at the core of the application. They are v ...Show All

  • Alexander Stoyan d3d9b Debug Version

    I have installed a game that wasn't working properly, after wards it told me i needed to download DirectX SDK but after i used the program the same problems are still occuring. also it said that my d3d9b is a debug verion and will slow my computer down. what can i do for this problem help me please! Please note that these forums are developer technical forums. That is, for DirectX programming issues. For usability issues, please contact the game's company technical support, or use this newsgroup: http://www.microsoft.com/communities/newsgroups/en-us/default.aspx dg=microsoft.public.directx.misc&cat=en_US_c35e9667-505f-4005-814b-c077ea156e5f&lang=en&cr=US i've area ask the game's tech ...Show All

  • davidgreen24 "BackSpace War" Download !

    "BackSpace War" for the XBOX 360 ... This War Takes Place in an Alternate "Negative" Universe ... Download and See ScreenShots at ... http://games.archor.com This is My First Entry for the "Dream, Build, Play" Site ... Visit http://www.dreambuildplay.com for More Info... There is a Bit More to it ... Pay attention to the Sounds as well ... The Game is in a "Negative" Universe made of "Anti-Matter" ... So, the "Look" plays to that. Take it for a spin and test it out. It is Just My First Entry, I hope to have some more advanced stuff out soon. Heyyyy this is just SpaceWar wit ...Show All

  • danni123 Problem creating a Mesh

    I am trying to create a mesh, with a derivitive of the "How to create a Mesh" example, but I get a runtime error when I get to the data.Write portion. The error is "Specified method is not supported." Also I noticed while stepping through the code that the mesh is created with a 0 length vertex and index buffers. Here is the code: private void buildActor() { int numberVerts = 8 * body_part_cnt; int numberFaces = 12 * body_part_cnt; int numberIndices = 36 * body_part_cnt; int i, j; short [] bindices = { 0,1,2, // Front Face 1,3,2, // Front Face 4,5,6, // Back Face 6,5,7, // Back Face 0,5,4, // Top Face 0,2,5, // Top Face 1,6,7, // Bottom Face 1 ...Show All

  • vkas7 XNA - Redistributable License Clarification Please

    Hi all, Hi all, I realise the XNA is only beta form, but I would like to make 100% sure that we would be allowed to distribute the xna dlls ourselves with any game we made. In my case this isn't for a commercial venture, rather there are a couple of development competitions I'm interested in, particularly at gamedev.net and xbox360homebrew.com - that I would like to enter a game based on xna for. For the xbox360homebrew.com competition, the rules are lax and the audience is basically other people messing with the XNA too. The gamedev.net 4E5 competition however is more strict as far as what has to be installed on an end-user machine to get a game working. I expect demanding them to download and install the 100s ...Show All

  • Waqar Azeem Could C# be the future of gaming?

    Since XNA is using C#, and is is a more intuitive language than C++, is it possible that in the future that C# will dominate, espessially in AAA titles. Could XNA be ushering a new way of programming in the main stream QuantumMischief wrote: Since XNA is using C#, and is is a more intuitive language than C++, is it possible that in the future that C# will dominate, espessially in AAA titles. Could XNA be ushering a new way of programming in the main stream C# is the future only if all you are concerned about is writing games for Windows PCs and Xbox 360. I'm sure Wii, PS3, DS and PSP will continue to have their fair share of AAA titles in the years to come and they will be written in a mish-mash of C, C++, GLSL, Cg and AS ...Show All

  • Sinno Spacewar not working correctly

    Hi, I've downloaded all the necessary components and was playing around with the Spacewar starter kit. I can launch the game but it seems like it's missing a lot of the objects. For example when I start the game I can hear the ship moving around, but I can's see it. Only the jets are visible. Also the background is not visible. The only thing that I can see is the score, the time and a couple graphics in the corners of the screen. The rest is black. Doesn't matter if I start the game in retro mode or not. Am I missing something Thanks. hey, i have GeForce4 MX running 9.0c and i have the same problem as this dude... lemme guess, shader 1.1 isn't supported or something dumb like that ...Show All

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