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Software Development Network >> Game Technologies

Game Technologies

New Question

Probably stating the obvious here...
Single Skeleton Multiple Skins (Is it real with .X format?)
DirectX 10 issues
Code behaves differently on 3 different computers. ???
Sprite.Draw2D and Alphablending?
What the heck has happened to utility.timer and directxtimer?
Font.DrawText() bug
vmr9.h
Can be DirectX 10 support Windows XP?
DX SDK 9.0 cutted edition :)

Top Answerers

ShadabKalim
p_dinesh
Harri V
Norman37050
jetsetwilly
XGR131
kReynolds
Roland Hasenohrl
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Answer Questions

  • RogReis Exclusive Mouse Mode Error

    In the DirectInput Mouse sample, I create the Device using Exclusive|Foreground|Immediate mode, then I switch to another window by ALT-TAB, and the DirectInput Mouse window loses it's focus. I click on the X button on that window, to close it, but it hangs.. I mean, not reacquiring the mouse input, or closing the window. but it just hangs, and the only way to un-hang it is by pressing ALT-TAB again to switch to another window. Does anyone has th ...Show All

  • Ian Scrivens Can functions return more than one object?

    I'm trying to put my mesh functionality like loading .x files, etc. in a seperate class, but I run into a problem when I need to return a mesh object and its materials from my function. Although, in regards to what Pieter said in my last thread, there might be a better way to handle this stuff... TWo ways to do this. 1. Return a struct that contains more than one item 2. Pass in items by reference, ( & in C++, ref in VB/ ...Show All

  • Draxinmus Direct Input Keyboard Error

    I'm having a problem using Direct Input to read the state of the keyboard.  I am getting an "Object reference not set to an instance of an object" error. Here is a code snipet: first i set up the device:             /* Create DirectInput Devices for mouse/keyboard */             this.kb ...Show All

  • noorbakhsh What happens in the Primary Buffer

    I'm playing with Direct Sound and I'd like to know what is the Primary Buffer doing behind the scenes in the stack. Here's a piece of sample code I'm using: private Device soundDevice; private SecondaryBuffer secondaryBuffer; ... soundDevice = new Device(); soundDevice.SetCooperativeLevel( this , CooperativeLevel.Priority); ... BufferDescription bufferDesc = new BufferDescription(); bufferDesc.Flags = BufferDescriptionFlags.ControlVolume ...Show All

  • Robert Ellis Dynamic mesh creation with multiple textures

    Hi... you may remember me from prior threads like "How do I turn on my computer" and "Eek!  There's a mouse on my desk!" I am attempting to create a mesh that is two sub meshes - one for each side of a playing card - because each side uses a different texture.  That is, I have a deck texture with the various possible backs, and a face texture. It seems like this is something very doable using the SetAttri ...Show All

  • Tom Minka Video in DirectX

    Hi again =) So I made myself an "intro" movie... now.. how do I use it in directx c++ I wanted to incorporate video display into a project I'm working on at the moment. I needed a very simple integration with a C++ program written using DirectX 9 (Aug) and HLSL. Basicaly the graphics engine would cut out to full screen video clips loaded from files and then cut back in at set points. I saw how DirectShow had been removed from D ...Show All

  • Frankie Ai Pass int array to the pixel shader

    I want to pass an int array to the pixel shader.  I used SetIntArray(name, val)..the problem is that in the shader I do not know the exact size of the array, therefore in declaring it i am trying to use an int *.  It seems as if the compiler does not like this. Is is it possible to use pointers in the shader   If not how can I pass a variable length array to the shader can someone give me an example of the usage of this function ...Show All

  • Carlos Marin about get color value

    I just want to get a pixel's color value. In openGL ,I know a function,is:glReadPixel(...); How to use D3D implent same function Thank you! Can I use depth value than direct to read current scene pixel's color value. Just like glReadPixel() in openGL,if just is  IDirect3DDevice9::GetFrontBufferData() Thank you again! First off... reading back that sort of information can *really* hurt your performance. Don't do it unless you ...Show All

  • Kelly Craven Mouse Hit Testing when primatives used not meshes

    I did search the existing threads and have read them - those that I can understand - but they do not seem to apply - at least with my limited understanding. I have a "2D" card game started in DirectX3D using managed C#. I read Tom Miller's book as the basis and starting point. I have several "playing" cards rendered as CustomVertex.PositionedNormalTextured that I add to a VertexBuffer. I draw them with the DrawPrimative ...Show All

  • TishaL displaying jpegs

    just wanna start off by saying that im a little new to windows programming. i have a pretty good understanding of c++ and basic win32. i was wondering, how can i display a jpeg in a window. the basis behind this is that i will have a bitmap background, and then the jpeg image will be "on top" and move around the map. also, how can i move the jpeg around using the arrow keys would case wm_keydown :          ...Show All

  • Border Mech commander 2 question

    i built the MC2 project and decided to play it all the way through. i bought the game in ages past and love it, so i wanted to play it again before i dive into the source code. there seems to be an issue with the mission 17 .abl file. it crashes with an error about fadetocolor at line 755 having an integer out of range. i looked at the numbers in the mission file and they were within a normal long int range. i changed them to be within a ...Show All

  • BCuthie Single or Double for vector floats?

    as i'm new to this. i was wondering if your only allowed single floats for vectors etc in directx. most of the code i've seen only has single float values. as i wanted to use the following unit scale 1.000 = 1 meter, 0.100 = 10cm, 0.001 = 1mm. with a max value of 99999.999 i think i'll need double floats for using this. so would i get away with this ahh thanks for that info. i was doing some testing in visual ...Show All

  • LFDIII C++ or C# that is the question

    Hello, I have done tons of C++ work and tons of C# work... unfortunately none in the arena of game programming... I would like to get started... but what compiler would you recommend I'd have to agree with Jack on this one. C# is a easy language to get right into the fun parts of game development with DirectX. It takes minimal amounts of lines to get the environment up and running and off you go. ...Show All

  • Ashu283 What step have i missed

    I am trying to learn use Direct 3D (version 9b of the SDK) on windows after some experience with Open GL on linux machines in Computer Science. As I understand it the basic steps involved in drawing primitives are: Create a device Create a vertex buffer of an appropriate format lock the vertex buffer and copy the data into it. unlock the buffer. Set the stream source to the vertex buffer you just created and FVF t ...Show All

  • Mike Driest How to set vertex color prior to DrawPrimitiveUP call?

    I'm using a DrawIndexedPrimitiveUP call to render an object and would like to set the same color for all the vertices but leave the option of varying the color each frame. The vertices are unlit. Just a simple single-colored object. I'd like to use something simple (similar to OpenGl) like: g_pd3dDevice->SetFVF( D3DFVF_XYZ ); g_pd3dDevice->SetDiffuseColorForThisPass( colorForAllVerticesInThisCall ); g_pd3dDevice->DrawIndexe ...Show All

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