Answer Questions
Daniel Hilgarth Why doesn't 2006DirecxSDK support visual basic 2005? Only C# and C++?
Why doesn't 2006DirecxSDK support visual basic 2005 Only C# and C++ As far as I get only the 2003 release is the most up-to-date for vb developers Is it true I think Microsoft should convert some of there C++ in C# to. I don't understand why they didn't do it, I try to use C++ but , I doesn't functionated.( hahhahha, thanks M$) I think C++ Is a way to complicated, it's a very unreadable code. Wow! You are great! Thank you! It seems to be great! :-) That's great Zash. Thanks! :-) Have a great weekend! I have found a few sites that have VB .NET/Managed DirectX samples, including Mi ...Show All
Kelly R. Martin "Kitchen Sink War" Download !!!
Download "Kitchen Sink War" for the XBOX 360 and See Screenshots at ... http://games.archor.com This is My Second Entry into "Dream, Build, Play" ... http://www.dreambuildplay.com Have Fun ! Until they do that, you can take a look at my list of a lot of DBP entries: http://xnamatrix.com/dbp.php ECHS BACHS wrote: Now that DBP is Over (for now) ... What do you mean "over". It's not over by a long shot. Why would you say that It's funny that you went this direction. The first design that popped into my head when I saw the requirements for DBP was something like Toilet Wars where the two space ships were fighting each other to k ...Show All
Bland Maximized window frame rate issue
In my game, if I resize the window to fill the entire screen without actually maximizing the window, it runs at 59 FPS. If I hit the maximize button for the window, which isn't really changing the window size at all, since the window is already filling the screen, my FPS drops to 24 FPS. So with the same size window and the same code, the only difference is that the window is maximized. Any idea why this might be happening Bill Go ahead and submit it if it's not already submitted. What are they going to do Take away your birthday Kyle_W wrote: Go ahead and submit it if it's not already submitted. What are they going to do Take away your birthday One can only hope...I've had ...Show All
zapacila89 [HELP]Problem in the XNA tuaorial (How to: Detect Whether Two Objects Collide)
I get a problem in the XNA tutorial : How to: Detect Whether Two Objects Collide This tutorial have used CompiledShader object and it used the following code to initial this object: shader = ShaderCompiler.CompileFromFile("ffshader.fx", null, null, CompilerOptions.None, "TransformColor", ShaderProfile.VS_1_1, true); actually , i am new to game develop and i don't know what does the ffshader.fx file do Is there some pro can tell me how can i get ffshader.fx file and explain it Great description Scott, but one thing I would add given the question is that .fx files aren't anything to do with collision-detection. The line about .fx files in the example is s ...Show All
Baji Prasad HLSL Fire Effect
hi all, i have few question about HLSL, Please somebody help. 1) i want create fire ball in my game. who can give me information about create effect 2) below is my fx file code. below is my full fx code. =========================================== float4x4 worldViewProj : WORLDVIEWPROJ; struct a2v { float4 position : POSITION0; }; struct v2p { float4 position : POSITION0; }; void vs( in a2v IN, out v2p OUT ) { OUT.position = mul(IN.position, worldViewProj); } technique simple { pass p0 { vertexshader = compile vs_1_1 vs(); } } =========================================================== ============================================================ below is my game code. ======================================================== ...Show All
Sergio.Rykov Rendering terrain
Anyone know of any good resources on terrain generation, preferably in c#, or some information on best practices and algorithms found a couple more tutorials http://msdn.microsoft.com/coding4fun/gamedevelopment/beginning6/default.aspx http://msdn.microsoft.com/coding4fun/gamedevelopment/beginning7/default.aspx Thanks guys, if anyone else has any more information, that would be great. The more information the better. vterrain.org Here are a few links. None are in C# but the concepts are the same. http://www.two-kings.de/tutorials/terrain/ http://www.gamedev.net/reference/programming/features/b ...Show All
mattdawg DBP Contest
if i enter the warp up i can not enter the main compo yo but is says that if you win in the warm up you can not win in the main event or mabye i have miss read the official rulez as I understand the rules, the warmup and main event are totaly separated, so you can enter both or just one. Endre Michael Hansen wrote: yo but is says that if you win in the warm up you can not win in the main event or mabye i have miss read the official rulez Based on you interpretation, if the "main" contest's prize is a deal to publish your game and the "warm up" offers USD 500 + MS Win Vista Home Premium, which one would you choose to enter I don't think that is the case. I ag ...Show All
WolframW Ortho-picking
How is picking in an orthogonal projection supposed to be done The pick example from the sdk works only in PerspectiveFov projection, but not in Ortho projection. It seems to be all in the calculation of the pick-ray vector, but I can't find out how to set it :/ Tnx! It's the same as for perspective. Basically all you need to do is "unproject" the endpoints of a screen space line segment and use the result to test for mesh triangle intersections. You just need to make sure your resulting segment is in the same space as the mesh you're testing it against. To unproject a screen space point, build the matrix that takes world points to screen space, then invert it. The total matrix to screen space is something like ...Show All
Worf Here we go!!
http://www.microsoft.com/downloads/details.aspx familyid=21e979e3-b8ae-4ea6-8e65-393ea7684d6c&displaylang=en I've got it thanks guys. the page has just gone down - the link was good, but its been dropped or struggling with traffic. the download itself is just over 90MB it's in!! just 5 minutes to download. goodbye sleep... Not "supported", just "compatible", there's a difference. I doubt they'll support it on anything other than XP. Hey, regarding the "supported operating system" it only lists windows xp sp2 I have xna running successfully on windows server 2003 R2, ...Show All
Chandu Sujay Need assistant in volume texture
I'm still new in directx programming and quite dont understand with the volume texture. I've been learning directx programming with the example given by microsoft itself. it does quite a lot of things but lack of documentation. Straight to the point, i dont understand this chunk of code: { D3DLOCKED_BOX LockedBox; hr = m_pVolumeTexture->LockBox( 0, &LockedBox, 0, 0 ); if( FAILED(hr) ) return hr; for( UINT w=0; w<16; w++ ) { BYTE* pSliceStart = (BYTE*)LockedBox.pBits; for( UINT v=0; v<16; v++ ) { for( UINT u=0; u<16; u++ ) { FLOAT du = (u-7.5f)/7.5f; FLOAT dv = (v-7.5f)/7.5f; FLOAT dw = (w-7.5f)/7.5f; FLOAT fScale ...Show All
DanielN305517 XML usage on 360
Okay, so a simple query. How to I use an XML file when when developing for the 360. I can do it fine in windows, but as of yet I am completly lost on how to load the file when on the 360. I thought I had tried using the SelectSingleNode method in the 360 project and it wouldn't compile/run. That's usually how I do it and was surprised that it didn't work. Yes, I have. I think I need to clarify a bit more. I understand how to make the XML serialization of an object on the 360, but I don't want that. I want to be able to read and parse an XML file into an XmlDocument. Have you tried it on the 360 This works on the 360 as well, not sure of the performance imp ...Show All
A1Programmer XBOX 360 Dev Info
Where do I go to get XBOX 360 development info, specifically: 1) details about the Xenon processor, that would allow me to design code to maximize performance 2) an SDK that I can use with Visual Studio, that does not cost me a fortune. I don't care about publishing games, I just want to make games for the XBOX 360 - just for my own interests. Thanks... I cannot speak to your first question however your second one is both easier and far harder... unfortunately because the Xbox 360 is a closed system, to legitimately be able to develop for it you must license the official SDK or you can use the XNA Framework which I still believe is in beta and not yet finally released. In general you don't.... see this previous thread ...Show All
LynnOoi About the fate of DirectX?
Hi, I'm new here =) Hopefully I'm not asking a question that's been asked a million times before. =) I think I must be missing something important. I read the XNA FAQ, and it sounds to me like they've already deprecated Managed DirectX... does that mean that XNA has/will entirely replace DirectX If I want to write a program using DirectX in .NET, would this then mean that my program will need to be rewritten using XNA in the coming months And what about users who need the common graphics API provided by DirectX but don't have Shader support in their video cards Just curious, because that FAQ about Managed DirectX being deprecated alarmed me a bit (for the reasons expressed above) Interesting! Hmm... so basically, if someone wante ...Show All
Poetjevel Water Ripple Effect ?
Hi all, i develop ship game now, i want the ship moving make some water ripple, How to make water ripple Best Regards, Hi, for water ripple effects you can check this tutorial: http://www.gamasutra.com/features/20001110/oliveira_pfv.htm As for vertex and pixel shaders, read DirectX's documentation or you can do a search and find lots of links and tutorials about them: http://www.google.com/search q=vertex+pixel+shaders http://en.wikipedia.org/wiki/Pixel_shaders Thats far too large a subject to answer in the forums. We can answer specific problems once you have worked them into your code. Check out the HLSL samples inthe SDK - they show how to call shaders from managed code. Then try the webcast I did fo ...Show All
scottmonte TextureImporter returning a Zero'd texture
Something strange is happening in my ConvertMaterial override. Here's my build process in pseudo code: I place the normal texture in the same directory as the diffuse texture with a simliar naming convention (eg. diffuse=BumpWall01_rgb.png normal=BumpWall01_nrm.tga) My ConvertMaterial override scans the directory of each diffuse texture it converts to find whether it has a normal file. If one is found, I create ExternalReference <TextureContent> objects for the diffuse texture, and normal texture. I Add my ExternalReference <TextureContent> normalTexture to my MaterialContent.Textures Dictionary. I create a new EffectMaterialContent object "normalMaterial" for output. I create an ExternalReference ...Show All
