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Software Development Network >> Game Technologies

Game Technologies

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What the difference about IDirect3DDevice9::GetRenderTarget and IDirect3DDevice9::GetBackBuffer?
3d modeling Code Structuring
MC2 GameOS?
understanding view/world matrix
Help with compiler (VS2005 c++, D3D)
A problem of the Sample "ProgressiveMesh " in DirectX SDK
Need Visual Studio 2005 Edition
Rendering anti-aliased smooth text
Texture simply duplicates the first pixel
LNK2001: Unresolve External Symbol i have been following sams teach yourself game programming

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Answer Questions

  • Jerryk Sprite not working after upgrade to DirectX Aug version.

    Hi all, I've upgraded the DirectX SDK to the Aug version. Now, when i draw a sprite, nothing shows up. My code is as follow for the draw... spr.Begin(SpriteFlags.AlphaBlend) spr.Draw2D(tex2, Rectangle.Empty, Rectangle.Empty, New Point(0, 0), Color.White) spr.End() where spr is the sprite, and tex2 is a texture. What is happening, is that it will draw once OK, but then when i loop and clear the scene, it will no longer draw. If i remove the ...Show All

  • Bala Sekhar Texturing Cube Faces Separately

    I am trying to texture the faces of a cube independently using Managed Direct X. The cube is first created by using the Mesh.Box method. Its vertices are then converted to a PositionNormalTextured format and the texture location then set. This works are the moment because all but one face is set just to use the first pixel of the texture which the program has already set to theses faces background colour. The face I want texture ...Show All

  • VuduLord 2D Direct3D Sprite Rotation (such a basic problem :( )

    Sup,   ( sorry in advance for the poor written quality and the dumb n00bish question, I'm at work and not supposed to be onthe internet. There's a lot of quick alt-tabbing going down when the boss is about!! Gotta be quick) Right, I'm getting well annoyed with this; I have found various sites on the internet that describe how to succesfully use sprites in Managed D3D (and c#) and perform transforms on them... I just can't seem to get it ...Show All

  • Marcus Sonntag D3DXLoadMeshHierarchyFromX issues

    I'm working on a project with skinned meshes and as part of that I use the function D3DXLoadMeshHierarchyFromX. Where I work there are 2 computers. They both exactly the same hardware, they run on the same os (winXP) and use the same directx version (april 2006). Ok, so on one computer this runs all fine, and as it loads the skinned mesh it has a memory jump of about 20-30MB, but it quickly goes back down again. The other computer jumps by ...Show All

  • James Avery Managed DirectX 9 and older Visual Studio Version

    Hi, I'm reading through Tom Miller's book, "Managed DirectX 9 Kick Start. Graphics and Game Programming", 2003, and, of course, using the C# source code as a basis to create simple DirectX 9 demos. The Visual Studio version that I use for compilation is: Visual C++ .NET Standard 2002. At the beginning of his book, the author states in his Preface that the Visual Studio 2003 version is required to assemble and run the code supplied with the book ...Show All

  • ravv No GameOS source?

    Just found the MechCommander2 does not have the source code of GameOS, do you plan to release it Thanks Tamlin, thanks for your feedback. I certainly understand your concerns, so maybe I can share a bit of our decision making to shed some light on this. As you pointed out the primary reason for the MechCommander 2 Shared Source release was to help provide users with a real end-to-end sample they can use ...Show All

  • AlanRR rendering meshes in c#

    hi! i've made a mesh picture_1: http://toomaniac.com/kopi/blender/object_mode _solid .gif even on actually flat faces there are a lot of triangles i.e. many different faces picture_2: http://toomaniac.com/kopi/blender/edit_mode.gif when i view the mesh in the meshview - that one that comes with the sdk - it looks like that picture_3: http://toomaniac.com/kopi/blender/directx.gif and when i load the mesh to my device it looks ...Show All

  • Aidan_Bunting Moving character against moving world

    Hello, I'm building my first D3D game, a clone of Lander (the user must land off on a specific portion of ground with a maximum speed set instead of crashing) I'm wondering what is the best way : 1. Make the land module center of the world, camera looking at it and moving the ground mesh 2. lock the position of the ground and move both land module and camera accoring the user input. What are pros and cons about these two manners What about other ...Show All

  • svuddhi I can't display a textured model.

    Hi! I have written a simple application using Directx9 with VB.Net 2003. All I want to do is to display a very simple model (rectangle) with a texture added to it. Unfortunately I can not do this properly. I can only get a black rectangle as a result (it is displayed at correct coordinates). Can anybody help me What is wrong Below you can find a sample of my code. I think, a bug is somewhere there. Dim BuforWierzcholkow As Ve ...Show All

  • Farid_Z Hyperthreading and CPU-based T&L

    I'm testing our game on a hyper-threading P5 with an Intel "rasterize-only" graphics chip. When I bring up the task manager, I only get 50% cpu utilization as the game is only really using a single thread. However, it seems like there should be a way to have the DirectX driver do its vertex processing in its own thread. Is there a good way to accomplish this Since the CPU has to do all the transform and lighting on this type of sys ...Show All

  • Lakshmikanthan directx as math library

    Was wondering if anyone knows of any problems with using the directx library as a math library since there seems to be a lack of a complete math library included in visual studio c#. This is for an engineering app so precision is needed. Hi, When I switched to C# for my home projects my first reaction was to port my math library. I did so, and then after a while I was playing around with Managed DirectX and f ...Show All

  • wpf michelle CreateFontResource/AddFontResorce issue

    I use the CreateScalableFontResource (et al) API calls to make use of a font that I distribute with some of my games that are in C++ (not using DirectX) so I am familiar with how it works. However, when I try to do the same thing in C# with Managed DirectX, it doesn't work. I am not sure if the issue is on the C# (.Net) side or with the Managed DirectX code. The function all execute successfully, but when I attempt to create a font using the ...Show All

  • mgattani Packaging a DirectX Game

    Hi, I've recently started programming using DirectX and C#. I created a game and it runs fine on my development machine (.Net 1.1,  DX SDK). But when I compile the game for a release, and move it onto a machine that only has the DirectX runtimes, it fails to find any of the neccessary libraries and will not start. I've tried telling to to "include resources" when it compiles, in which case it copies a bunch of .dll's to the release directo ...Show All

  • The Zigzag C++ Common Architecture questions

    Firstly, precompiled headers are new to me. If a project is set up to use one, does that mean that each new .cpp file must include it Does it also mean I need to #include and re-build the .pch each time I add a new header file Secondly... after updating the August sdk with the December 2005 release, the fps count in a project was capped at 60. While that's not a problem, ( as I understand that's ideal ), I did use fps as a gauge for ...Show All

  • bdaniel7 Managed DX Deployment

    Hi, This thread is really to spark a discussion on the approaches everyone is taking for the deployment of (specifically) managed DirectX clients. As ISPs deliver more available bandwidth to consumers nowadays, web delivery of thicker clients are now more of a possibility allowing more richer content interacting with the actual web app on the client side.  For example Java WebStart can now deliver OpenGL based applications through ...Show All

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