Software Development Network Logo
  • Visual Studio
  • Windows Vista
  • Visual FoxPro
  • Microsoft ISV
  • Audio and Video
  • SQL Server
  • VS Team System
  • Visual C#
  • Visual Basic
  • Game Technologies
  • IE Development
  • .NET Development
  • SharePoint Products
  • Visual C++
  • Smart Devicet

Software Development Network >> Game Technologies

Game Technologies

New Question

using XNA Framework with no shader capability display driver???
XNA Framework and XNA Game Studio Express download available
Per vertex fog (Custom Effect)
Passing multiple streams to effects
MDX 2 Time Bomb
gamepad in windows
Performance of sprites for a 2d game
MDX -> XNA: AlphaOperation is here, but what about AlphaArgument?
R2VB - "Status Resolved (External)"?
Loading MechCommander 2 models

Top Answerers

Whoisit
Jiajia
Chintan Vyas
pravi
Lionel Johnson
fibonacci1123
big fish713
Jordi Serres
WL_07
LAE2
Framework Studio
Only Title

Answer Questions

  • dvidal I cannot compile any XNA tutorials

    I have Microsoft Visual C# express and XNA Game Studio Express, but when I create a new project and follow the tutorial (any tutorial) and copy and paste the code into a new project, i cannot compile because there are errors when i press F5. Example in tutorial 1: displaying a 3d model on the screen i follow all the directions and when i copy and paste the code at the end and hit f5 i get the first error in this line: myModel = content.Load< Model >( "Content\\Models\\p1_wedge" ); and i cannot continue. I have tried several tutorials in the past weeks and none run. I need help for doing this for school. Thanks If you did what I said the picture you want to display in your progr ...Show All

  • anu_ooo build 5600 x64 and Augst SDK AOK

    Finally got the dx10 ref. device back. One of the x64 DX10 sample failed to run ( I think it was skinmesh dx10) and generated a "STOP error" (that is after it detects no DX10 hw presents and prompted me) ok, thanks for the feedback! ...Show All

  • RavindraPatil Screen shots on the Xbox 360

    I'm simply wondering if there is a way to somehow capture the backbuffer contents to a file on the xbox 360 and then transfer that file back to the PC I've checked the framework docs and this forum and it doesn't seem to be possible, but I'm hoping that I am wrong. :-) A screenshot looks slightly less amateurish on a website than if I photograph my TV, even though it still looks like programmer art. The one solution I have come up with is to run the same code on the PC and capture the screen that way. The problem is that my PC GPU isn't on par with the Xbox 360 and I would prefer not to have to write separate shaders just to enable me to capture the screen. Plus, the screen shots would be uglier. ...Show All

  • Sebi Tauciuc Multiple VertexBuffer

    right now I'm using one vertexbuffer in my application. I'm thinking about changing it to use more than one (it's dynamic - will vary from 1 to 30 at most). Is there a overhead of calling the 'SetStremSource' method and 'VertexFormat' property Thanks. There is small overhead as GPU has to fetch it's vertices from two places instead of one, but in most cases it's small. And in situations where you have to update small part of each vertex each frame (for example texture coordinate) - it's more efficient to use two VB: one with static data and second for dynamic data. ...Show All

  • pfongkye Help with Managed DirectPlay Lobby Client/Launcher

    Can someone help me with the following managed DirectPlay code for lobby launching Age of Empires II Microsoft::DirectX::DirectPlay::Lobby::Client^ connection = gcnew Microsoft::DirectX::DirectPlay::Lobby::Client; Microsoft::DirectX::DirectPlay::Lobby::ConnectInformation^ ci = gcnew Microsoft::DirectX::DirectPlay::Lobby::ConnectInformation; ci->GuidApplication = *(gcnew Guid("FB69A260-5031-11d3-A2D4-006097BA6550")); ci->Flags = Microsoft::DirectX::DirectPlay::Lobby::ConnectFlags::LaunchNew; ci->UseConnectionSettings = true; ci->ConnectionSettings.PlayerName = "MeTheHost"; ci->ConnectionSettings.HostAddress = gcnew Microsoft::DirectX::DirectPlay::Address("localhost",47624); in ...Show All

  • we7313 How can I make this simple tut model viewer get best stuff like AA 720 1080 and so on?

    How can I make this simple tut model viewer get best stuff like AA 720 1080 and so on Heres the code thanks so much could you maybe bold the changes and add to the code im more a person who learns by people adding it in and letting me chance it kind odd I know but im lost with sniplits. Also there no code button (for forums make it work better) #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; #endregion public class Game1 : Microsoft.Xna.Framework.Game { GraphicsDeviceManager graphics; Conte ...Show All

  • Alan M. Torque X Open Beta is out!

    install the software and you will get other starter kits . But I can not find any 3d game starter kit. Because there is none. GG has indicated that other starter kits will follow so be patient. Clicky TorqueX will be free, but you won't get the TGB editor. This is directly from Garage Games: Torque X Now Available for Download! In conjunction with the release of XNA Game Studio Express earlier today, GarageGames is pleased to make Torque X available for download! You can download the binary of the Torque X Engine HERE (yes, it currently resides on the TGB demo download page). The binary also includes the 30-day free trial of the TGB Editors tailored ...Show All

  • Dee_dotnet_79 DirectX book

    Can someone reccomend a DirectX book for experienced OpenGL programmers Thanks, Bob BobKay wrote: Thanks for the replies. I guess a more appropriate question would be "... a DirectX book for programmers with graphics expirience". BK Just to clarify the recommendation for Tom Miller's book -- I'm assuming you want C++/native, not managed code, so that recommendation isnt' helpful. The challenge is that most DX books are written for beginners. Frank Luna's Introduction to 3D Game Programming with Direct X 9.0c: A Shader Approach is a good book, but you'll probably find it boring for your level. You might just want to push through the tutorials and samples found in the DirectX SD ...Show All

  • l_steve_l Calling Keyboard.GetState() from within thread doesn't work?

    Hello All, I'm porting a project i created for the 360 to Windows and i've run into an issue with Keyboard.GetState(). On the 360 i'm able to correctly get the GamePad state from within a thread using GamePad.GetState(), but the same thing doesn't appear to work in Windows when using Keyboard.GetState() inside a thread. Calling GetKey() from the sample below once per game update works as expected and sends back the correct debug text. Creating a thread that executes GetKeyThread() sends "Escape is *NOT* being pressed" to the debug window, but doesn't recognize when escape is pressed. I can think of ways to work around this, but i'd prefer not to redesign the whole thing if i don't have to. Any thoughs Thanks! ...Show All

  • Robert R. Richter CLR vs. CRT, managed vs. unmanaged?

    Just out of curiosity, since due to contractual reasons I can't do indy game development myself - Is there any specific reason why the XNA Framework would rely so heavily on the CLR environment and could not have the option to use e.g. a standard C/C++ runtime library for non-managed code   The only reason that I can think of is that to allow non-managed code would allow XNA Build to make an Xbox 360 be too close to a proper Xenon unit for comfort, but I would like to think that there is a more down-to-earth explanation as opposed to ulterior motives such as that. Additionally, assuming a game were written using XNA Build and managed C++ (if it ends up being supported), how hard would it be to then convert the game over to ...Show All

  • sveroa MD5Mesh Loader

    Here is a little demo a made to load Doom 3 and Quake 4 MD5Mesh files, i'll add MD5Anim support in a future version. As far as i can tell it loads both the mesh and textures perfectly, all it needs now is some shader work to look like the in game models. Here are pics of the 3 models i used for testing: http://img455.imageshack.us/img455/8499/archvilebi1.jpg http://img170.imageshack.us/img170/4690/guardianoq8.jpg http://img349.imageshack.us/img349/4020/hellknightpi6.jpg here is the source: http://max.uma.pt/~a2058704/MD5Char.rar ReadMe file for controls and contact info. ...Show All

  • Louise Ege Licensing and CVS and all that good stuff

    A few questions 1. If people plan to develop in teams will they need multiple licenses to run XNA Express on multiple computers EVEN if they only plan to compile and run code on ONE Xbox360 2. Will there be a creative license under which we must publish our code, or can we choose any OpenSource license, and if so, which is "the best" 3. Will MS provide a CVS like system for teams to share there code amognst themselves, or is that the responsibilty of the of the team 4. If 3 is false, what is a good system for sharing code SECURLY over the internet(and please dont say email), are CVS or SVN good, and if so whats an easy way to set such up and do any companies offer CVS or SVN hosting 5. Would SourceForge be a good place to use ...Show All

  • tonalt D3D10 Sprites are insane.

    I'm trying to draw a single sprite to the screen. I have a window created (640,480) and the texture loaded in properly. The sprite drawing uses the code below in a Render() function. When run, the sprite does show up but is either tiny when scaling is not applied or skewed when scaling is applied. I know i'm messing up the scaling value, i'm just confused on what the formula should be for calculating it. Right now, i'm using example code from DXUT.cpp which says the scale should be (windowx/textureWidth) and (windowy/textureHeight). This gets the sprite close, but the result is skewed. Could someone please take a look at the code below and see if you see any glaring issues Thanks. Render() { // clear the target buffer ...Show All

  • asalcedo Can't deploy to Xbox 360 from GSE

    All Apologies but this is a repeat post from 31-Jan buried inside another thread that appears to have died. I can't push code to my Xbox 360 from GSE.  This issue has been reported by other people and their problems boil down to either having entered the 25-digit code incorrectly or, in one case, that their router didn't properly support UPnP. I've regenerated, accepted and reconfigured the key *many* times, making sure I don't have any 0's, 1's, 5's or 8's in the generated key to avoid confusion.  I understand this is a one-time key so I'm not reusing an old key.  I am most definitely getting the key right and choosing accept, not cancel. I have downloaded and installed Windows Media Connect (I'm running Windows ...Show All

  • markand I am new in this programing language and would like to seek help

    I am new in this programing language and would like to seek help...... I want to build an online game compatable to all users of the internet can anyone help me with a test game I am in major help! thank you, I just needed to know how to make a game so that anyone can play it online and also that it would be a MMORPG. There's no specific site that I would recommend (and I'd be careful about giving out your email like that in forums, good way for spammers to pick it up). Really, I'd recommend finding a book off of Amazon (used ones would work just fine) and working your way through that. There's also a good chance that you could find some C# books at your local library. You can also do some searches for C# tutorials in Googl ...Show All

131415161718192021222324252627282930

©2008 Software Development Network

powered by phorum