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

Software Development Network >> Game Technologies

Game Technologies

New Question

3d multiple model help
What's the competition like?
build problems (in fact, cant build at all)
Crashing Saleen, early XNA demo?
Counting Pollys in Game
No way to avoid depth buffer when using GraphicsComponent
DreamBuildPlay is up!!!
See-through?
Short tech demo
Problems with rendering

Top Answerers

TTris
FallenKing
White-Tiger-Eyes
Peter Lillevold
Brad Smith
Euclidez
TimGL
sk007
lukers
ConfigSSIS
Rainforest
Only Title

Answer Questions

  • GaelFraiteur Fixed functionality post deleted?

    I posted a question the other day about the loss of the fixed function rendering in Direct3D 10 and suggested that Microsoft provide some native support for "stock shaders" that would implement fixed function rendering without requiring EVERY SINGLE APPLICATION to write their own shaders for legacy style rendering. It looks like that post has been deleted. If that post is not related to Direct3D 10 development, then I'm not sure what is. The loss of fixed functionality rendering will only make the portation of existing OpenGL applications to D3D that much more difficult. It's bad enough that Direct3D 9 does not allow the application to take advantage of the underlying hardware (HW assisted wide lines, HW assisted two-sided lig ...Show All

  • gavin_1724 Elapsed Timer Inconsistant?

    In working on my game I developed a throttler that runs off of elapsed time to handle problems I was having using keyboard input. Basically update and draw were appearing to detect the keyboard keys multiple times for each keypress (I am using the Input code from the spacewars demo). The problem is about every 4-5 seconds or so the elapsed time apears about double the float value it does every other time. Tracing out the data it seems most changes to the elapsed time run around 0.0125 seconds, with the occasional 0.025 second spikes. I know we are talking fractions of a second here, but the reusult is every once and a while I still get multiple key presses detected, and upping the threshold doesn't help until I move up to 0.5 second ...Show All

  • Vijay R Tell us about your website or game!

    As part of our effort to reach out to the XNA community, we would like to create a special community page on the XNA Developer Center that links to YOUR site or game. Here's what you need to do, send me (David Weller) an email (click on my name link to the left of this post for the email address) telling me: 1) Your name 2) Your contact email 3) Your website or game 4) (Optionally) If you send me a link to your game, please let us know if you give Microsoft permission to use your game as part of any press-related activities we might do (i.e., incorporate a screenshot/video of your game, etc.). Please don't reply to this post with links to your site/game, I need the information emailed to me. Thanks! Just a small ...Show All

  • DouglasJB 16000 hz

    Hey, I was just wondering, I am making a game; will a microphone that records at up to 16000 hz provide speaking clear enough for a game, or will it sound at all moughled   If it is extremely clear, how is it that I play a sound on directsound or directmusic that isn't at a standard hz, such as 22050, or 44100   If that isn't extremely clear (clarity wise), could you point me to a relatively cheap headset that is, and tell me how to play a not standard hz sound please thanks for your help. Thanks. How would I go about recording at 44100 with an exciter also, could you point me to one One other thing: This sounds like it is sort of like overclocking a cpu from what I understand , (or am I tota ...Show All

  • patag2001 scale texture or move camera

    When dealing with a 2d tileset in d3d, is it better to move the camera adjusting distance to zoom or is it better to scale the texture's world matrix by the scale factor and shift the camera Is there anything that would perform differently between the two I thought I remembered reading someone recommending the later, but I can't remember why. GrkEngineer While you could apply a scale transformation using either the world or view transform, moving the camera isn't the same a scale transformation. Moving the camera is a translation transformation and only results in things changing sizes because you're using a perspective transformation. How much things change in size depends on the far they are fro ...Show All

  • The ZMan How to change Model indexbuffer

    I'm currently trying to change indexbuffer of a model with a SetData func, but it remains unchanged... My general task is to draw certains polygons of a model, what i must to to make it I found here topic about how to get vertexbuffer of a model, but i still can't set my indices... Any help would be appreciated :) Yeah, you can get vertices by writing your custom processor. CodePfo wrote: To get that working, I think you would have to write a custom importer, processor, writer and reader for the ContentPipeline. You shouldn't need to write a custom importer: that's only neccessary if you are adding support for a whole new source file format. Almost always to extend ...Show All

  • arkiboys deriving from DrawableGameComponent

    I have a strong feeling I'm missing something very obvious, so hopefully this is easy to fix... I've been trying to convert my beta1 project over to beta2 and there's one build error I can't figure out. I previously had a "SpriteComponent" defined as so: public class SpriteComponent : Microsoft.Xna.Framework.GameComponent and recently changed it so that the line is: public class SpriteComponent : Microsoft.Xna.Framework.DrawableGameComponent Within this class, I attempt to define a constructor as so: public SpriteComponent() { //blah blah } I thought this was pretty standard, but that line gives me the error: "no overload for method 'DrawableGameComponent' takes '0' arguments" looking at the documentation, ap ...Show All

  • Taylor Brown Matrix Interpolation and gameTime

    I made a simple cube and created two translation matrices: start = Matrix .CreateTranslation(-20, 0, 0); finish = Matrix .CreateTranslation(20, 0, 0); Then, I figured I could create this simple animation using linear interpolation and the game time, by using the general formula inside a game component: effect.World = Matrix .Lerp(start, finish,     (currentTime - startTime) / (endTime - startTime)); I tried all four permutations of updating the time (ElapsedGameTime in update/draw and ElapsedRealTime in update/draw), although I would think that updating in the draw method with ElapsedRealTime would provide the smoothest interpolation. The problem is that the animation is not completely smooth.  It has some ...Show All

  • SomeGuyOnAComputer [IronPython] MS.Xna.Framwork.Components missing?

    Hi all, I've played around with the starter kit in C# for a while, and I really enjoyed what XNA can do, but frankly, I'd much rather tinker around in Python. I've been looking around, and I've found many, many code snippets from the August-September time period of "demo games" in IronPython, including this one here on MSDN: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=682285&SiteID=1 However, all of these snippets reference Microsoft.Xna.Framework.Components, which my IronPython interpreter insists does not exist. I've tried exploring the library throught the GSE's Object Browser, but I can't find any general equivalent. Has the library been changed since August/September Does it "make sense" that I'm ...Show All

  • Hello_Yo BUG: Device Created/Reset etc not called back

    The event handlers for Device Created/Reset etc are not called back when they are installed "too late", and that's the case for the SpaceWar sample. It seems that it needs to be done before the GraphicsComponent is added to the GameComponents collection. Can anyone confirm This is the intended behavior. The GraphicsComponent creates the GraphicsDevice when it is first initialised, and that happens when the component is added to GameComponents. If you subscribe to the events later on, the device has already been created, so the events will already have been fired. Then the spacewar demo game should be fixed... ...Show All

  • Berky13 What is a good type of game to start with?

    So when XNA Studio Express comes out I and many other budding(a.k.a. newb) programmers will flock to our PCs to make our own games, but my question is what is the best type, or genre to begin with Would it be a good idea to start 2D, or would jumping into 3D be an option I want to start off with somthing that I can ease into and not get overwhelmed by anything too hard. Thanks for any help you more experienced programmers can give me. Why bring networking into it You can do multiplayer on both platforms. The specific implementation is left to the reader. Heh ... i was just trying to avoid another situation where someone asks "say ... will XNA GSE handle networking on the XBox And what does 'FAQ' stand for " ...Show All

  • Henrik Dahl Sprite Doesn't Animate

    Alrighty, here we go again with another problem. I used to use a simple sprite sheet, but in recent days I have found I need to add some more functionality. My previous spritesheet class would load a sheet which had all frames have the same height and width. They were laid out horizontally, and the height and width were hardcoded. It worked, but I wanted to make a sprite sheet loader that could load and animate any sprite sheet, provided there was an XML document to explain where to look on the sheet. Thus, the actual frames can be anywhere on the sheet, in any order, just so long as the XML file is correct. So, I wrote that class. Now, come time to test it, the animation part of it doesn't work. Hard coding a frame to use shows that ...Show All

  • aguess Collision Detection

    Hello, I would like to create a collision detection function to test if the bounding sphere of one of my meshes (the player, for instance) is intersects a triangle in another model (the level). How would I go about running a for loop that checks each triangle of the level And from there, what would be the best algorithm to determine if the BoundingSphere is within the triangle Any help is greatly appreciated. Perhaps we need more information. What is a "level" that you refer to   Landscape other objects   If landscape, are you using a Model for it A model has ModelMeshes that contain the vertex buffer for all its MeshParts.  You would need to transform them (from model space to worl ...Show All

  • Reetesh Where to reset the LIB Path???

    Maybe I'm too stupid but where can I set the LIB Path ...in Visual Studio this is possible under Options but here in the express version it seems missing!!! The LIB Path option that your thinking of is for C++, In C# references (dlls) are added to a project. You can do this by right clicking your project and selecting "Add References" ...Show All

  • Peediaj Local orientation?

    Hello, I'm used to translating objects by their local orientation. How would i go about doing so in XNA I tried getting Quaternions to work, but to no success. I looked at the Spacewar demo as well, but in that demo they change x/y velocities depending on the current rotation of the object, which isnt a very clean way to go about things in my opinion. Do you have an example to clarify I'm totally clueless when it comes to Quaternions. I tried reading up on them, but they're quite a tough cookie. Thanks for the explanation It's a clear example. I managed to figure it out myself too, but this explanation should still be resourceful to the community. ...Show All

94959697989901234567891011

©2008 Software Development Network

powered by phorum