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Software Development Network >> Game Technologies

Game Technologies

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Are these videos still usefull?
DrawModel Memory Problem
Some questions about ground, walls,sky and so on
Checking for capabilities
DirectX Events
Overlaying, like FRAPS/XFire
XACT cannot play wave file
GetObjectByValue in XNA?
Games for Windows Certification
Anyone using IDirectInputJoyConfig8?

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Answer Questions

  • dnetmgr Blender .X files and XNA compatibility

    Are the .X files blender exports compatible with Xna GSE. At the moment I get 2 errors one shows: Error 1 Could not read the X file. The file is corrupt or invalid. Error code: E_FAIL. whenever i have subdivisions on my model. The other states: Error 1 Could not read the X file. The file is corrupt or invalid. Error code: D3DXFERR_PARSEERROR if I have any other shape in my scene other than the standard cube which automatically starts in blender. I am running blender 2.42a Thats the same version I have, 2.42a. I edited my previous post to include a link to download both exporters. I'm guessing you had an older version to mine since I only have one .X exporter the rest are all for different pr ...Show All

  • Wojo Problems obtaining the GraphicsDevice in a component

    Everytime I try to write something I get hung up on the same problem. I can't get access to my GraphicsDevice so that I'd be able to draw things through components. I've tried several methods listed, such as these: graphics = Game.GameServices.GetService<IGraphicsDeviceService>(); (Where graphics is of type IGraphicsDeviceService) I then call a graphics.GraphicsDevice, but with no success. Another way I've tried to do things is getting to the GraphicsDevice directly through a public property in my component. The obvious thing to do would be to pass the default "graphics" GraphicsComponent into the component, and then use the GraphicsDevice property to draw things in my code. No luck. IntelliSense and the IDE wasn't able to ...Show All

  • Simon Gorski Pricing

    Hello. This is my first post on the message board. I just wanted to know if I can buy a year of XNA for $100, keep it for a month just to try it, then get the rest of my money back I wanted to know if this is allowed. I wanted to try XNA for just a month just to see how my game will work on the Xbox 360. I saw in the XNA faq that if you have to cancell the membership, they will give you the back the amount of money that you didn't use. For example, I buy $100 worth of XNA but I just use it for a month which is like around $8.33. Can I get $91.67 back. Please let me know if this is allowed. Thank you. Yes you can get a pro-rated refund if you cancel. ...Show All

  • Adam Uebel Skeletal Bone Animation And Skinning With Collada Demo

    I thought that other XNAers would find the news that Benjamin Nitschke has posted a demo and source code showing how to perform Skeletal Bone Animation And Skinning With Collada over at http://exdream.no-ip.info/blog/2007/02/25/SkeletalBoneAnimationAndSkinningWithColladaModelsInXNA.aspx I found it most interesting, maybe others will as well. It is very cool. Too advanced for me. I need to sit down and study the code. I am sure there are lots of goodies inside. :) If Benjamin is reading this, maybe he should just combine the source and binary into one package. The source compiles, but throws some exceptions (missing texture and a shader I think) at runtime. I think most people are going to end up downl ...Show All

  • Boulderdude collision detection - alpha channel mask?

    I'm making a tile-based game, and some of the tiles are part walkable, part not-walkable. (like half mountain, half dirt). I need a way to determine which part of the tile can be walked on and which part can't. I can't do it based on pixel color, so I wanted to know if anyone could help me out with some bright ideas. I remember hearing something about an alpha channel mask you can put over your tiles, or recreate the tileset in black and white to designate walkable/not walkable. Is that the best (or only) way to pull this off If so, that would double the size of my tileset file George Clingerman wrote: XNA Rockstar wrote: And George...what are you, the X ...Show All

  • Edward1 Excited to start using XNA!!

    For over half of my grade school years and all of my college years, I've been programming. When I do it for fun, I make small little text based games, and when I do it for classes- the "businessy" applications that we all have to make. I've given actual game dev a shot by using premade engines, 2D game dev with OpenGL and DirectX, and straightup giving a go at just making an engine. BUT, everytime I do- I get so frustrated and/or my brain blows up after spending lotsa time just to do the slightest thing.... most of this all in C++ However, lately I've been learning C#. I realized its almost identical to C++ and Java in one, so theres little/no difference and much to learn besides some of the API. Today, I saw that Microsoft released XNA ...Show All

  • Robin Debreuil Poor XNA performance or my poor code... or normal?

    I've have created a simple scene that renders 8000 identical cubes. I know thats a lot of cubes, but I only get 4 FPS on a 2.0ghz dual core with a 7300 mobile graphics card at 640x480 with simply vertex shading and one directional light. This pc can run doom3 at 60FPS at that resolution and a program i wrote in MDX that draws about 1000 detailed spheres with specular lighting runs at over 100FPS Here is the code I'm using: 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; namespace WindowsGame1 { public class Game1 : Mic ...Show All

  • cssjm Having trouble installing XNA Game Studio Express

    I have downloaded XNA game studio beta 2. But during installation I got this error message: "Error attempting to read from the source install database: C:\Windows\Install\...msi" I have windows installer 3.1 and C# 2005 Express. Anyone got this error message Thanks. No, that message hasn't been reported before on the forums as far as I know. It wounds like your installer was corrupted during the download and is probably missing a few bits. I would try running the installer a second time to see if it will work and if not, it sounds like you got a corrupted download. So download again and install. ...Show All

  • mNilysg About BackBuffer

    Hi, how can i use the backbuffer before it showing up. var ds:IDirect3DSurface9; bhdc:hdc; begin g_pd3dDevice.Clear(0, nil, D3DCLEAR_TARGET or D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0, 0); if (SUCCEEDED(g_pd3dDevice.BeginScene)) then begin g_pd3dDevice.EndScene; end; // Present the backbuffer contents to the display g_pd3dDevice.GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO,ds); ds.GetDC(bhdc); windows.TextOut(bhdc,23,34,'It doesnt work, please heeeelp',30); g_pd3dDevice.Present(nil, nil, 0, nil); end; i hope, i can explain my problem. ...Show All

  • adolmac XNA Game Studio Professional and XBLA/Retail games

    Presumably the framework is stored on the HDD (if the user has one), so what are your plans regarding the practical support of the XNA framework for XBLA and retail I doubt anyone would want to write a game for either of these channels that required the user to own a HDD, so how is the framework going to be packaged For instance, the framework seems ideally suited to XBLA games, but presumably is far too large to add to each game download Andy, It is still too early to offer firm details about XNA Game Studio Professional (other than what is answered in the FAQ). In order to use XNA you'll have to have the hard drive, end of story. From the FAQ: Q: Do I need a hard drive to run XNA-based ...Show All

  • Bryce Cogswell Custom Processors and Asset Duplication

    This will probably be quite obvious once the answer is explained to me, but i am using a custom model processor, whenever i use it on .x models that are are added to the project (not just linked to but actually copied into projects directory) i get an error that more than one asset with that name is produced when i try to build, while if i use the custom processor on a model that is only linked from another project, it doesn't complain at all. How can i stop duplicates from occurring when i am using non-linked content (Thanks) What exactly is the wording of the error Is there any chance you have some other asset with the same asset name in your project Maybe an effect or texture that sh ...Show All

  • Tan .NetCF Z-sorting trouble

    So I'm doing a 3D version of a boardgame and I've having trouble getting my tiles to draw correctly. I've got a class that is handling what should be drawn on screen during the phases of a players turn. Something along the lines of: GameBoardBackground.Draw(...) Foreach PlacedTile Tile.Draw(...) HUD.Draw(...) The tiles draw on top of the gameboard, and the HUD draws on top of the tiles which is what I'd expect. Unfortunately the tiles are drawn in the order that they occur in the foreach loop , so I end up with a bunch of sorting issues. My assumption is that I need to let the graphics device know I want that entire foreach loop drawn using z-buffer sorting and not explicitly sorted by order of draw call, but how do I do that ...Show All

  • krishna mohan2990 Can Visual Studio 2005 create a Windows Game project(XNA) like Visual C# 2005 express

    Can Visual Studio 2005 create a "Windows Game" project(XNA) like Visual C# 2005 express How do I implement or modify some setting And See XNA MSDN in Visual Stduio 2005's MSDN. ok. I got it. I had Visual Studio 2005 Team Edition installed then installed the express C# edition so that I could use XNA. I installed XNA and I do not see "Windows Game" as a project type. Is it because I have Team Edition installed as well Thanks Matt You have to be signed into Connect before you go to that link. That's not the same as being signed into the forums. Go to the main Connect page and click the Sign In button. ...Show All

  • piknik Device inside a content processor?

    Is it possible to get the graphics device inside the content processor, to create vertex buffers, etc. I have figured out how to do it now, the reason is I am going to write a processor that takes an arbitrary 3D model and produces a QuadTree. At the leaf nodes of the tree will be Mesh classes which will contain parts and of course a VB/IB pair. For those interested:         IGraphicsDeviceService GraphicsDeviceService = (IGraphicsDeviceService)Input.ContentManager.ServiceProvider.GetService(typeof(IGraphicsDeviceService));   I dont think you would - In my case I have a 'Level' class with a vertex buffer, etc. It has methods ...Show All

  • mfeo Dream Build Play only open to US?

    I've just tried to register for the Dream Build Play contest but it looks like it only accepts registrations from the US. State is a required field and there's no option for "Non-US" or for me to enter my country (UK) for that matter. I shall be severly annoyed if this is yet another example of how Europe gets screwed over. I apologise whole-heartedly for rushing this post. I've have read several answers on this forum already =o) For reference: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1176361&SiteID=1 http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1175287&SiteID=1 Not to worry. The information for the contest isn't appearing until t ...Show All

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