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Software Development Network >> Game Technologies

Game Technologies

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C# - Managed DirectX - Secondary Monitor
More XBOX 360 Controller Button Graphics
Windows XNA default template will not run (any suggestions?)
End users shouldn't have to rewrite XNA math functions in order to improve performance.
Render to Texture Inside Shader?
So how does this (non)commercial business work?
Day 1 - Where you at?
XNA - Microsoft lack of vision
Rotating models around their own centers
alpha channel in xna

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  • Fusion1224 Can Some One Help Me?

    #1 I just finished the little thing where you build the game for your xbox360 where you have a blank screen and one of the models is controled by the controler, I was wondering how I would go about adding one of the projectiles from the space wars game in to it. Also I want the button to be the left bumper that fires it. If any one can help it is muchly needed thanks. #2 Also Does any one know how to make the ship go in reverse and what the code would be to apply it to the left triger #3 How do you make the craft go up and down with the left stick I can go up and down with A and B but would like to make it so that when the left thumbstick is pressed up the ship lowers and when the thumbstick is pressed down I want it to go u ...Show All

  • Pai GameComponents not showing up in the ToolBox

    Hello everyone, I created a new game from the template but in the designer view for the game I don't see any game compenents in the tool box. Shouldn't there be a graphics component and I created a component to mess around with, but its not showing up. The only tools in the toolbox are some standard controls like background worker, dataset, eventlog, print document etc. How do I fix this To avoid this kind of error, choose class names that are distinct from the namespace. In the case of your example, rename the component from "ConsoleComponent" to "MyConsoleComponent", and the problem should go away. --Stephen Try this: Start a new p ...Show All

  • jatwood missing Direct3D device???

    Help! I'm working on my first XNA Project: Learning how to work with 2D images/sprites. I follow the directions completely and I get this in the Main() module when it tries to access the Game1 module: Could not find a Direct3D device that has a Direct3D9-level driver and supports pixel shader 1.1 or greater. I tried downloading the Direct3D 9.0 SDK extras package, but it didn't help. I'm stumped. Dan You probably don't even have the reference rasterizer enabled. The link only leads to the second part of the article, a downloadable GraphicsDeviceManager replacement. The full steps you need to take to get XNA working on a graphics card without shader support are detailed here: http://www.nuclex.org/article ...Show All

  • MSNetDeveloper Creating 3d Sprites slow down Device.Disposing...

    hi, in my game, the particles that i create are slowing down the Device.Dispose(); the object Disposing in my game is done by the following steps: 1. the object dispose its vertex and index buffers, and set a IsDisposed boolean to True; 2. the Game read all Objects and set to null the disposed objects; when the game closes, before the Device.Dispose() it Dispose all the textures, the effects (my textures and effects are shared for memory reasons) and the objects. my debugging leads me to the conclusion that the objects remains after the .Dispose()... why per Sprite: 1 Vertex Buffer with a Quad data 1 Index Buffer with the Quad's indices ( 6 ) Look for its texture in the TexturePool, if not there Load it. ...Show All

  • Mory0Tiki 3D Audio

    Has anyone had any luck with the implementing 3D audio dsp calculations using the emitter and listener Previous posts indicator there were problems back in October, but I don't know about now. Also on audio, are the friendly names for the SetVariable on the cue class documented anywhere Justin I was planning to create an audio-only game for my first project... but 3D audio was officially cut from XNAv1: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=884617&SiteID=1 ...Show All

  • kevzn How to make a main menu?

    How do I make a main menu that you see in alot of games these days I'm kinda curious... The GameState route is definitely the one to go. I used that technique in a game I did for a game design contest. The code used Managed DirectX and VB.NET but the concepts should be easy enough to convert to XNA and C# if you want to take a look. You can get the source code for that from here. Bob the Fish Source Code: http://geekswithblogs.net/clingermangw/archive/2006/06/29/83650.aspx You can follow the whole contest by reading the posts here (part of the contest was blogging about it was we worked on our games for the contest). GWB Game Design Contest: http://geekswithblogs.net/clingermangw/category/4558.aspx The game itself is basically ...Show All

  • mmoprg mipmap bias problem

    I'm using texCUBEbias for choose lower mipmap level for cubemap lighting(same cubemap also for specular) but result can see a visiable seam between mipmap level! code: texCUBEbias(SpecularCubemap,float4(normalInput,mipbias)) see the snapshot: http://bbs.gameres.com/upload/sf_200726201056.jpg ...Show All

  • wspencers XNA framework for non C#

    One of the great advantages of the .NET framework is that developers can work on the same project in different programming languages. As I'm reading about XNA, it seems that this will not be possible with the XNA framework. Will the only programming language that has access to the XNA framework be C# aka_Big_Wurm wrote: The performance hit is from C++ to C# or C++ to VB. VB runs CRL just like C# so the performance is the same. Well, since C++ isn't even an option, this is pretty much a non-issue. C++/CLI is managed as well, and will run at exactly the same speed (compiler optimization differences notwithstanding). When you say C++/CLI, you mean the pure CLR mode Will C++/CLI mixi ...Show All

  • SoopahMan Tutorials or pointers needed

    Hello people, I want to get some pointers on how I could make a simple 3D "rectangular" environment where I could put some floating object inside and a camera inside that rectangle backed on one of the rectangle's walls. Like if someone was trapped inside a huge metal tank with some boxes or whatever floating everywhere. Huge thanks guys, Stef What else can I say Good luck and above all have fun!! Kindly, ~a.ka. Andr3w Hey,     It's nice to diverge into new sections of programing in order to get away from the routine. Anyway I found a very good tutorial to start with (it's in C++, I hope you are familiar with it!) http://www.codeproject.com/bitmap/b ...Show All

  • anubisascends 3D Studio file viewer/renderer with source code and a bunch of effects

    I've just posted an XNA-based (beta 2) 3D Studio file viewer, with source code, that handles a bunch of things like per pixel lighting, bump mapping, shadows, environment mapping, mirrors, and transparent objects. The link is here: http://www.threesixbox.com/project/ id=6c3eea10eb Hopefully some of you will find it useful. Looks pretty nice, downloading now. ...Show All

  • Lightening D3D10 date

    has D3D10 an official launch date yet and the video cards with D3D10 support, how much are they gonna cost (aprox.) Direct3D 10 will launch together with Windows Vista. The price for Direct3D 10 hardware should be the same as for new graphic cards in the past. From everything I have heard so far (talked with Richard Huddy lately) the hardware vendors will not wait for vista. This makes it highly believable that they want to sell the next generation for the holiday season. Anyway the first D3D10 hardware generation is primary their fastest D3D9 (SM3) hardware with D3D10 support. Just to clarify Ralf's comment: The release dated for DX 10-capable hardware is _independent_ of the ...Show All

  • pavel989 File Data structure design

    i am trying to create my own game data file, i want to pack all files/resources into a single file, which like "zip"/"cab" does. but i have no idea how to implement this i think the file structure should as below <file_heaher><file_version> <resources_list> <resource_binary> <file_footer> file_header, use to reconize file's type file_version, use to reconize file version, so that can use differ parser if required resources_list, the list of files name so that my program can search for the embed files and locate where the file are stored and the file size resource_binary, queue of file binary my problem was how to record the each file size/information use what as separator in plain ...Show All

  • D119 How to do transparency?

    I'm attempting to make a cube of mine transparent. I started with m_graphics.RenderState.AlphaBlendEnable = true; m_graphics.RenderState.AlphaSourceBlend = Blend.SourceAlpha; m_graphics.RenderState.AlphaDestinationBlend = Blend.InverseSourceAlpha; I've also set the alpha values to 0.2. Is there anything else that I need that isn't turn on by default Thanks. -Nick The render state is correct. Now you need to make sure that you're returning the alpha value in the pixel shader. As a test you might want to hard code your pixel shader to always return 0.2 for the alpha value. Once you can confirm this works, you can hopefully go backwards and find out where your problem is. I'm new to HLSL, so I'm no ...Show All

  • Carlos Mar&amp;#237;n Model Collision Detection

    Say I had two models loaded from file, a building and a character. I want the character to be able to walk around the building (up ramps etc.) and of course not be able to walk through the walls. I notice that all meshes loaded from file having a Bounding Sphere property which can be used for collision detection, however, the character will never be able to get near the building if I use that approach. Is there a way to create complex collision shapes based on the mesh data Or do I have to export the building as many seperate meshes I think the vertex buffer can be used for this as well, although, I can't seem to find a way to read the vertex buffer from meshes loaded from file. Any suggestions on how to accomplish this would be great. ...Show All

  • robinjam I cant debug my DirectX program

    hi, I am using DirectX SDK April 2006 with Visual C++ 2005 Express Edition. I can use directX without problems but when I try to debug the breakpoints doesnt work. I have looked for "debug directX" in the forums and I try all the things I read: I buil the project in Debug mode. In projects settings I have: Generate Debug info: Yes(/DEBUG) ........ ..... but the symbols dont load :( and the BreakPoints dont work. do you know why pls help. Bye Hi, read this: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=249418&SiteID=1 "The Project/Properties/C++/General/Debug Information Format setting was set to &q ...Show All

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