Answer Questions
Kishor_Tripathy Webcasts on game development!
Hi, I have been participating at the MechComander webcast. I'm wondering if you could do more webcasts. I'm interested in general DirectX programming with maths involed for 2D and 3D, AI, animations, graphical design and general designing of games. It would be cool if multiple webcasts covering those sections could be done! Thank you a lot. PS: What do the other people in the forums think about the topic I also want to see ...Show All
Colm Ryan XNA Installation Problems?
Hi there, I've gone ahead and installed the XNA package, following the instructions in the download. The prerequisite's, Visual Studio Partner Edt, and the XNA installer. I've however not downloaded the MechCommander2 package yet. I wanted to see if this was any bit usable without it. I fire up Visual Studio and attempt to make one of it's "content build", and am greeted with a number of exciting errors. Of note, the content build proj ...Show All
Viral Parikh Updating textures with SetRenderTarget
I'm working on the terrain rendering technique which involves displacement mapping. I have a couple of textures that are, logically, the mip-map of the terrain. Now, I have to update them all, from the biggest to the smallest, and to do so I do the following: device->GetRenderTarget(0, &oldRT); device->GetDepthStencilSurface(&oldDSS); device->BeginScene(); for (i = 0; i < levels - 1; i++) { // // Set the current texture as d ...Show All
jrg123 Vector3.Project() doesn't work.
I'm trying to project the location of a mesh in world space back to screen coords. I've been searching around with no real luck. I've seen people say that you should use Matrix.Identity instead of your world matrix, but that makes no difference for me at the moment. It's not that the code causes an error, it doesn't. It's just that after projecting pos, it remains almost identical to what it was, off by about 0.5. Considering my values are t ...Show All
Ed15 Why is managed DirectX using classes over interfaces?
Hi, I'm wondering if anyone can answer the above question Why are method calls going over classes rather than interfaces I would have thought that each managed assembly would still use interfaces from class factories rather than using explicit classes in a namespace. Doing so would mean that your application would not break when new versions are released. E.g. ILight9 light = new Light9 (); light.LightType = LightType .D ...Show All
smmorrissey Hey Everyone
Hello every1, i remember playing my snes :P it was a damn fun game console for sure though. i remember a game called earthbound best. it was a great game and it looks simple enough to make with todays game dev tools. i thought maybe it would b possible to make a online version of this game... would this be possible also wat about legal issues Well, I don't think any lawyers participate in these forums, but it's pretty safe to say that if ...Show All
PrashG Calculate "slope"
Okay, here's my problem. The game I'm making is a 2D platformer, where you use the keyboard to move the guy around. When you click somewhere on the screen, your shot is supposed to make a beeline for the coordinate you just clicked. Somehow, I need to calculate the projectile's "slope". Assume that (0,0) is the top-left coordinate of the screen, and (3,3) is the bottom-right. If my player is at (0,3), and I click at (1,1), then my s ...Show All
FoxP Managed Directx Deployment Problem
I am making a game using visual studio .net 2003 with directx 9 2005 update. I create a deployment project with visual studio that includes all directx.dll files and other detected dependancies. I deploy the game to the computer on which it was developed and it works fine. Now I want to test the networking so I deploy it to a laptop. The laptop is running windows xp with SP 2 (so .net framework is there obviously) I ...Show All
SC_Rambo Managed DirectX in C# Forms - differences between SDK
Hi - this is a repost since my previous html one was garbaged... anyway I've been trying to embed DirectX controls into a C# winforms application. However, there seems to be a major problem getting all the forms controls to paint... I thought it was something I was doing wrong, but then tried using the old Summer 2003 API and it all worked fine Basically, I create a UserControl that handles all my rendering code, then add that to a forms ...Show All
Rufus Littlefield - MSFT Problem with FullScreenDialog Demo in DirectX8
If Dialog is shown, press Ctrl+Alt+Del then go back into Demo,the background goes wrong. But if dialog is not shown, when go back ,the background is ok. Why and what happend when Ctrl+Alt+Del DirectX 8 is no longer supported. The best advice we can offer is to upgrade to the latest DirectX SDK and see if you have the same problem. ...Show All
TelecoCaixa Problems with Sprite.Draw2D & October SDK
Hi, I replaced my Direct3DX reference (1.0.2906.0) with the latest version included in the October SDK (1.0.2908.0). However, when I now compile, my code fails with "Overload resolution failed because no accessible 'Draw2D' can be called with these arguments:" Sprite.Draw2D(Texture, Rectangle, Rectange, Point, Color) The "dxreadme.htm" states that the D3DX dll is unchanged from the August version. So what is this 1.0.2908 I have gone back ...Show All
mike24 VC++ 2005 Express - Creating a Level Editor - Creating Render Panels ( Views )
Hi, i am creating a game, the normal level editors can't fill my requirements so i decided to create one that uses my game engine (1st Person Shooter, reltime Lighting / Shadowing, HDR and so on). My Problem is: i need to render my views( top, left, front, Perspective ) in somewhere in the main form, How with a panel Image ... Tanks, interesting book, i've downloaded the examples, but, i am a quite noob so, w ...Show All
paulmsn zfail caps
anyone got some information/tutorial on how to do capping for the zfail shadow volume technique There's a detailed article at http://www.gamedev.net/columns/hardcore/shadowvolume/ which also discusses capping. Hopefully this is enough. http://www.ati.com/developer/sdk/RadeonSDK/Html/Samples/Direct3D/RadeonShadowShader.html ...Show All
JOF Combining Shaders
I'm currently working on implementing vertex and pixel shaders for a project and so far this is going alright. I'm using multiple passes to obtain the desired effects. The concern I have is related to what I call global geometry passes. A global geometry pass is basically a pass that requires all meshes in the scene to be rendered for the desired effect. A typical example is light (ambient, diffuse, specular). The concern isn't that this doesn't ...Show All
Mark Kuether Drawing Custom Model Format
hi, im started with DXSDK a few days and i want to know if there is a way to fill a ID3DXMESH with my custom format my code: namespace my_work { struct my_vertex { int vIndex; D3DXVECTOR3 vPosition; D3DXVECTOR3 vNormal; D3DXVECTOR2 vUV; };   ...Show All
