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Software Development Network >> Game Technologies

Game Technologies

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Developing for X360
Help, tutorials not working
Invert screen
No ID3DX10Line?
setup desktop resolution as static
missing Direct3D device???
Help adding objects to my tile map
Problem installing XNA Game Studio Beta 2
AccessViolationException when resetting effects
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Answer Questions

  • ronwest99 How to get XNA Game Studio for VS2005 Team Suite Edition????

    Where to download it The "why" is covered in the FAQ. At this time there is no professional edition. It hasn't been written yet. All of the official information (very little) about the professional edition is also in the FAQ. Your msdn subscription is irrelevant. VC# Express is free, so you can get it without a subscription. GSE is also free. Download them, install them and have fun. The missing features between Express and Standard/Pro/Team haven't stopped anyone from being able to create a game. It's kind of silly to vote for this, since MS has already stated: 1. Why XGSE currently only supports C# Express. 2. That they are working on suppo ...Show All

  • Denvas Are they bugs?

    Hy! I'm trin' XNA since 1.0 was released, so I'm kind of newbe. The first thing, what I expected as a bug is that SynchronizeWithVerticalRetrace seems to do nothing. I use the base Windows Game project for test, and in the Initialize function I set some parameters: _graphics.GraphicsDevice.PresentationParameters.FullScreenRefreshRateInHz = 70; _graphics.SynchronizeWithVerticalRetrace = true; _graphics.IsFullScreen = true; But it do nothing. The problem is: I can turn on/off VSyns, but I can't handle the refreh rate! I set it to 60, then to 70, but in fullscreen, my application runs with 85Hz -> 85 FPS instead of 60 or 70. Addition to this, my app throw an error, and Express must be restarted... The second is with multi ...Show All

  • Rob Zuber Are they bugs?

    Hy! I'm trin' XNA since 1.0 was released, so I'm kind of newbe. The first thing, what I expected as a bug is that SynchronizeWithVerticalRetrace seems to do nothing. I use the base Windows Game project for test, and in the Initialize function I set some parameters: _graphics.GraphicsDevice.PresentationParameters.FullScreenRefreshRateInHz = 70; _graphics.SynchronizeWithVerticalRetrace = true; _graphics.IsFullScreen = true; But it do nothing. The problem is: I can turn on/off VSyns, but I can't handle the refreh rate! I set it to 60, then to 70, but in fullscreen, my application runs with 85Hz -> 85 FPS instead of 60 or 70. Addition to this, my app throw an error, and Express must be restarted... The second is with multi ...Show All

  • siavoshkc Cannot load XACT Data (InvalidDataException)

    I am attempting to load a set of XACT data files, similar to how the XNA Starter Kit does so. I get an InvalidDataException when it attempts to load the xgs file, however. "XACT could not load the data provided. Make sure you are using the correct version of the XACT tool." I am using XACT 2.0, Windows Version 9.13.644.0, if that means anything. The starter kit XACT files load fine, but mine do not. Any ideas Here's a link to my XACT project: http://dusda.com/files/Theta%20Wars.zip Okay, I found the problem. I was using the June 2006 SDK, instead of the August edition. Slightly different version of XACT means that it won't work in XNA! Problem solved. Oh, don' ...Show All

  • Christian Hayter Skinning in BasicEffect

    The ModelMesh is loaded with verts of the correct format, so if our file uses blend weights then it has the blend indices and weights. How are these blend weights being used in the BasicEffect Is the shader using a Matrix Palette or is it ignoring the skin info Changing the transforms on the models bones seems to do nothing, which leads me to believe it is doing the latter. Also, if we are using our own matrix palette shader and want our ModelMeshParts to be grouped by the number of blend weights per face, how can we use your Model class   The ModelMeshPart collection is immutable :( Are you sure it's worth it to split by number of weights used There is overhead in issuing each batch, and if you sp ...Show All

  • Gouranga1 Xbox 360 Official Dev Kit vs. "the XNA thing"

    Here goes, The official dev kits intergrate within Visual Studio and compile on PC and send the executable to the machine and launch it via remote debugging. This also allows for breakpoints, steping thru code, etc. Will this new XNA subscription and Game Studio Express be similar to this idea I'm dreading things like relying on Windows support and burning it to a CD to play it on the 360. (For example) I believe we'll be able to test all we want, but to release it we'll have to pay the $100 for the developer's club so others can download the game. I hope that you all know that if you get a PC with XNA installed and an XBOX360 you can not directly get the code from the PC to XBOX using a net ...Show All

  • asowerby Help

    Why doesn't someone with knowledge of XNA and C# programming language start a thread to explain the language and how to use it in XNA for people like me who want to make games but cant understand the complicated tutorials that the web has to offer ...Like a programming for dummies tutorials or something... If you think the tutorials on the web are complicated, you might want to learn the basics of programming before getting into XNA. Which tutorials have you looked at Glenn Wilson wrote: Moving the thread to the XNA Groups. Have a look at http://bluerosesystems.com/CS/blogs/xna101/ , you will find some lessons on the basics of XNA. Also if you have any questions you are more th ...Show All

  • redneon Starting work on my GUI system

    Well, I've hit a wall with my game's development, and since there was no GUI with XNA 1.0, I've decided to go ahead and make my own GUI system. I implemented a lot of mechanics for my game, but I need greater interaction to proceed development in a sane manner. So far I've just implemented the text drawing stuff from scratch. It uses only monospace fonts generated with BMFontGenerator without using the generated .xml file. It's decidedly minimal to use only monospace fonts, but keep in mind two things - 1) my particular game doesn't require anything more robust than monospace fonts and 2) a game's engine should be designed around the game's specifc requirements. Otherwise you're scope creepin. I remind myself constantly not to let cool ...Show All

  • desny Humorous but somewhat serious question about XNA

    Microsoft has claimed the Nintendo Wii as a "kids toy;" however, if XNA can produce graphics and push performance up to what the Wii is capable of handling (games like Half-Life, Sims 2 from most XNA performance claims), does that mean that XNA is a kids toy too redshock wrote: Edit: I'm going to go ahead and use XNA. Sure, it may not be the fastest thing in the world for making games such as Oblivion, Are you looking to do an Oblivion level game What exactly constitutes "commercial development" Wii games are commercial after all, right Are we talking Project Gotham 4 and Half Life 3 What exactly are you looking to do with XNA Kid's toy, geek toy, whatever yo ...Show All

  • ReneeC Not Understanding Game Components

    I'm new to XNA - I'm making a 2d version of pong (nothing exciting, but it's a start). I'd like to be able to do something like.... foreach(gameObject myObject in AllObjects) Sprites.Draw(myObject.Texture,myObject.Vector,myObject.color) It seems resonable. I was going to create my own 'gameObject' class to encapsulate all of the logic and drawing and what not for every sprite in the game. Isn't that what a gameComponent is supposed to do From my broad understanding, you just add a gamecomponent into your collection and the Draw and Update will be called automatically. Is that what I should be using here; if not when do I use the gamecompoent Any help would be greatly appreciated. Heres a few goo ...Show All

  • errolian Grand Theft Auto style game with XNA?

    How easy it to make GTA-style game with XNA Game Studio Express.. I haven't downloaded it yet so I'm thinking of doing it.. :) Is it possible to make that kind of game Thanks, Timo exal wrote: Are we talking about creating a game like GTA It takes a whole studio to get a thing like that together. If you are refering to a top down view camera that is pretty simple. But making a whole game is a huge effort. You are not at all writing at what level you are in programming. But without programming knowledge you have a while to get used to the whole idea. If you already are an expert programmer please disregard this comment :) I'm not a newbie anymore.. :D And I'm not going to make any big game. Just a little so I t ...Show All

  • LegendRey Bug in texture content importer (alpha generation)

    It appears that a texture will be made chroma-keyed, even if you don't select the chroma-keyed texture processor. When importing a pre-saved DDS from Photoshop, pure magenta color turns to black (which in DXT1 can mean alpha), even when using the plain "texture (mipmapped)" processor. Bug filed at: https://connect.microsoft.com/feedback/ViewFeedback.aspx FeedbackID=237899&SiteID=226 "...make the model use the texture that I specify, rather than its own!" Could you explain what you mean by this Where are you specifying the texture for the model Suppose I have Cube.x. Cube.x references Image.dds. The way I understand it works right now, if Image.dds and Cube.x are both in the same folder, just ...Show All

  • ruk_walled Bug in BoundingFrustum.Contains()?

    If i write the following code: BoundingFrustum f = new BoundingFrustum(new Matrix(1, 2, 3, 4, 5, 6, 7, 8, 9, 8, 7, 6, 5, 4, 3, 2)); Vector3 vector = new Vector3(1,1,1); BoundingBox box = new BoundingBox(vector, vector); ContainmenType t; t = f.Contains(vector); Console.WriteLine(t); t = f.Contains(box); Console.WriteLine(t); I'd expect both to give the same answer. Either both are contained or both are disjoint. However the Frustum contains the point but the box is disjoint. What's going on Intersecting - both volumes are not equal and have one common point at least ; Contained    -  both volumes are equal, or the  second volume lies inside the first one; Disjoint   ...Show All

  • Krutika Xbox360 to PC Comparison

    Does anyone have an idea what performance I can expect from the Xbox360, I am writing my game purely for the console because I dont want to have to write a load of code for dealing with different spec machines (throttling the number of creatures, etc) and different types of input. The game I am porting is this (original is in vb.net and MDX) - http://www.entombed.co.uk I have managed to port the models, parrallax occulsion mapping shader and per pixel lighting. But I dont know how the Xbox360 is going to perform. My PC is this spec ( cr@p ish) - Intel P4 2.4 (400 FSB) ATI X800 XT PE 768 MB AGP x4 I am receiving an excellent frame rate from my PC and wondered what I should expect from the console, will it be twice as quick or mo ...Show All

  • Ric415775 Host you tutorials and downloads with us!!!

    Hey everyone!!! I just want to let everyone know that we have a new resource site at http://www.xnaresources.com and we would be happy to host any tutorials people have written or any file downloads for source code and projects... Just drop us an email at contact@xnaresources.com and we will post whatever you need posted. Thanks, I posted a link to your tutorial this morning... I also wrote up a little blog article about it... The link is in our links directory under the games section and tutorials section. Thanks for the heads up! Jason Jaegers www.XNAResources.com What's the catch Or should I say what is the cost No cost or catch! We are working to develop one of the best sites out there for XNA resource ...Show All

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