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Christie Myburgh Managed DirectX10 on XP64
Hello, I am porting a C# app which uses DirectX from 32bit to 64bit. I downloaded the Aug 2006 SDK. I looked around and saw that in the folder: C:\WINDOWS\Microsoft.NET\DirectX for Managed Code There are many versions of the DirectX dlls, but there is only one version for x64, and that version is 2.0.0.0, which is DirectX10. I guess this is more of a request for a confirmation rather than a question. Is DirectX10 indeed the only version whose managed code dlls has been ported to 64 bit Or, put another way, if I'm going to use DirectX on Win64, does it have to be DirectX10 Thanks David Weller - MSFT wrote: You will need to create your own managed wrapper around the D3D10 API set. Hi, Is ...Show All
ShadowRaven Quake XNA update
Since the XNA 1.0 release I have been quite busy at first trying to run stuff on my XBOX360 and then doing the jump to a fully working port of Quake (best deathmatch ever!) So after 3 week of hard part time work on this I can now see something that look not too bad =) The lightmaps still have issues but I'm quite happy of the result so far. Before starting I had a good knowledge of C# but I my C/C++ skill are still far behind but enough to understand what the Quake code was about in most case. This is my first 3d engine ever but in RL I'm an animation TD for a major game publisher, meaning that I do understand quite well what I had to do and how to do it. So far I'm having a really good time using this and I don't have much to complain abo ...Show All
Stigern Indexed vertex blending - MaxVertexBlendMatrixIndex
Hello all, I have a piece of code which would need MaxVertexBlendMatrixIndex > 0 in hal device capability to work, this has derived from one of the DirectX sdk samples. Using an NVIDIA GeForce 6600GT based card this capability is not implemented so I'm trying to solve the problem in one the two ways : find a grafic card which support this capability (possibly NVIDIA) or using a different technique to animate a bone based model. Unfortunately, I'm new in DirectX programming (c#) so I do not know how to proceed. Does anyone know an NVIDIA cpu which implement such a capability If not, how can I solve this problem maybe changing the programming technique but deriving from the above code Thanks in advance for you help ...Show All
Brandon Bloom How to gray out screen for pause menu
Hello, I am trying to create a grayed out copy of the screen of my game so that I can render a "pause options" menu on top of it. I think the solution might have something to do with using GraphicsDevice.CreateRenderTarget to render the game to a new texture, and then drawing that texture grayed out. How do I accomplish the actual graying out How (if it is even possible) do I render my game so that the result ends up in a new texture instead of on the screen Thanks! Thanks for helping out. I didn't realize they applied at all, so I will definitely read up now. :) Since you are working in 2D you can also cheat and create a semi opaque grey image. When the game is paused, just draw that texture over top of everything ...Show All
leclerc9 DirectX SDK Slowdown
Hi folks. I used to use Blitz3D to create 3D games because it was so easy to rapidly develop a game whilst avoiding all the general complications involved. The obvious downside with Blitz was that it wasnt an object orientated language. It seems that Game Studio Express has been written for the same purpose - to make Game programming easy and rapid. So I'm interested in using Game Studio Express as I am familiar with C# and it seems like it could be the next logical step (although I see I'm going to have to wait until the content pipeline arrives before doing any 3D). I have one concern though: Does installing the DirectX SDK slow down games and/or your system in general I remember installing the DX7 SDK years ago and since it enabl ...Show All
Aaron Silverwatch building a little game "firepower" - old amiga stuff...
hello all, i just followed the great turorial from here.. http://www.xnaresources.com/pages.asp pageid=8 but now i have some more questions... i want to build a game with a big map. this map must have walls and rocks. if my avatar ( a tank ) touches a pixel of these things, the collsion should be detected. ( can i put these things in also in an array - and how do i include the pixel collision detection then ) also i want to steer the tank in all directions (diagonal)... the tank can drop things (mines).... and can fire... how do i realize these please give me some hints how to implement this stuff... thanks a lot.. by the way... the game should be like the amiga game &qu ...Show All
Walter Beach What is the best software for game dev with XNA?
As the title states, what software will be good to have. I am going to download Visual C# Studio Express, but what else is good for stuff like graphics or sound. I have a limited budget so I am looking for something in the free to $100 price range, if possible. Thanks for any help you can give me. which one would u recommend Blender 3D or Milkshape 3D I installed Blender 2.42a and Python 2.4, now, In the Menu File > Export I don't see the option to export files in .x or .fbx format. So I want to know something, Is It possible to export .x or .fbx files in Blender . And other question is, In what formats can work XNA Framework(I mean what formats can import) . ...Show All
Mike Chaliy "Beginning 3D Game Programming" book
I bought "Beginning 3D Game Programming" book from Amazon web site. What do I need besides Visual C# Express to compile the code included on a CD-ROM The companion CD should have everything you need and DirectX is also downloadable for free for Microsoft. However if you want to start programming game in C#, I would recommend looking into XNA framework. ...Show All
Prasenna For the DX/XNA Team(s) Please Read This!!!
I am posting this in the hopes that it may find it's way to the members of the DX/XNA Team(s). I have posted a simple example of how DirectInput and yes XInput should be replaced! You will notice that the code provided conains absolutely NO object references. NO DeviceLost states. NO Aquire/Unaquire calls. Just pure and simple clean, clear, and concise code. As developers we should not have to constantly have to "manage" the DX api's! For all that is holy! All we want to do is check if a button is currently pressed, or the user is moving the mouse! Why are we constanly forced to capture a device state, or buffer the devices input! It's just a freaking mouse! All devices can be treated the same! All input de ...Show All
MagedSalah DXGI_FORMAT_R11G11B10_FLOAT format
Hi, the DXGI_FORMAT_R11G11B10_FLOAT render target format seems to be a clear winner when it comes to HDR rendering. The question I could not find an answer in the documentation for is: is it guaranteed to support alpha blending, multi-sampling and filtering Thanks in advance, - Wolf But you can blend with destination alpha from backbuffer, right Yes, it's guarantied to support rendering to and texturing from (with filterting). Multisampling can be supported or not (AFAIK G80 does support multisampling on it). But I will argue that it's a great format for rendertarget - I can bet it wil have too small recision in most cases. Nevertheless it could be a good ...Show All
2162 DreamBuildPlay is up!!!
Now go register!! Actual contest details to come the week of Feb 5th Plese, Someone at Microsoft.... the drembuildplay site, even though the competition should be global, does not allow non-US people to register. I don't live in the U.S., so I can't choose any state, the zipcodes in my country are 6 digits long, and the telephone numbers are not in the US format. Edit: didn't see errolian's post before i posted this. P.S. did I mention I passed from neutral state, to exalted state and then down to low-morale state in about 2 minutes .... does this make me emotionally unstable The site is live and yes we realize there are a few things that ha ...Show All
KC sharad XNA windows and game input devices
Ok perhaps I am a moron but if XNA lets you create a windows game then why does it seem that only one kind of gamepad will work with it ok so msft would love to sell 360's and the pads that work with them but.... come on ! I have a microsoft joystick and a logitech game pad that work just fine.... why not support standard gamepads not everyone wants an xbox pad, some kinds of games are better with a stick - like a flight sim and some users prefer them. why such a limited input option when the game is on a pc with so many input devices I am sure that an "adpater" could be written to map a std' input to the gamepad but since MSFT wrote DX and DInput and WIndows and XNA seems like they should have inclu ...Show All
Aaron Sulwer frame buffer and render to texture
okay i've got render to texture working, im wonderng is it possible to render to use the frame/back buffer as a render to texture so, if i want to do post effects should i: 1) some how do a frame capture or use the frame buffer as a render texture 2) do all rendering to render textures including post effects etc.. then render the final result to the frame/back buffer suggestions I would prefer No. 2 ... there is no reason anymore to choose No. 1 as far as I can see. Yes, simply specify DXGI_USAGE_RENDER_TARGET_OUTPUT/DXGI_USAGE_SHADER_INPUT when you create the frame/backbuffer surface. ...Show All
Rick Strahl Multiple instances of a sprite
Hi i am fairly new to XNA and i am just messing around at the moment with it. what i am trying to achieve is when i push space a new instance of a bullet is created so even though there is just on sprite i can fire 20 bullets for example at the moment it fires the one then if i hit space the one i fired re assigns to the characters x and y. how do i make it so i can create multiple instances of the image. Regards Mark PS if u need more info let me know I updated this a little. Check it out here . Jim Perry wrote: Currently there's no easy way that I know of (unless someone's modded the IDE and I haven't seen it) to add a Drawable component. I've just gotten used to changing the GameC ...Show All
siavoshkc Heightmap Terrain Component
I thought the whole component concept was pretty cool. So I threw together a quick heightmap terrain component. http://i9.photobucket.com/albums/a59/craigory666/heightMapTerrain.jpg http://i9.photobucket.com/albums/a59/craigory666/heightMapTerrain2.jpg http://i9.photobucket.com/albums/a59/craigory666/heightmapprop.jpg It should work with square .raw files, and for the effectPath I'm just using the default texture shader found in the help file. The view and projection matrices of the terrain are exposed, so you should be able to hook up whatever camera you have going and just update the terrains view, and projection matrices during your games update. using System; using System.Collections.Generic; using System.IO; using Microsoft.Xna.Fr ...Show All
