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Software Development Network >> Game Technologies

Game Technologies

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Performance problem with Texture.FromBitmap
Problems with picking
about install XNA
DX9 doc bug or functionality change?
Looking for a Direct3D system architecture diagram...
Managed DirectX in C# Forms - differences between SDK
Video Application
What replaces the OLD "D3D.ServiceMouse"
XNA on Windows XP ??
Installing latest DirectX SDK is not setting the C++ include or library paths

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Answer Questions

  • Limason Moving around in my 3d map..?

    Hi there! I have created a test 3d-map (X-format) and this maps materials and textures is loaded onto a sceneMesh. Then I move around adding/subtracting values to three floats: x , y and x in the following code: device.Transform.View = Matrix.LookAtLH( new Vector3(0,0, z+10.0f), new Vector3(x,y,z), new Vector3(0,1,0));   When you press Left 1 is added to x and Right subtracts 1 from x . Up subtracts 2 from z and Down adds 2 to z ...Show All

  • Andy Wilkinson dxwebsetup wierdness - deployment with app

    Hi, sorry to post this in this forum, I am unsure where to post it. OK here is the thing. I have a deployment problem. I am creating a setup with my app, created in VS 2005 Pro, using C#(.NET 2.0)   This app of mine requires DirectX runtime end user files, or the SDK but really the runtime files. Now, during installation, I bundled in the dxwebsetup.exe. This executes fine.   2 main problems here already: 1 ...Show All

  • azuomar73 Players move faster at higher framerates

    Okay, this is really bad. Clearly, a hard-coded "2" that's applied to my character's "Left" property on every frame render isn't going to cut it. Obviously, the game will run slow on crappy hardware, and there's not much I can do to prevent that. But the game shouldn't run faster on really good hardware! How can I cap the movement speed, or better yet, guarentee a certain speed within reason I can already calculate frames per second, and h ...Show All

  • Jonathan Clark 2006 Texture in box

    Hi guys, I would like to make a world. So I made a box and my cam is in it. Now I would like to attach a texture that represent the sky in the box. How can I do that This is also refered to as sky boxes and sky domes. This is really a cool technique and allows the viewer to have this feeling of open-ness even if the viewer is in a box. What you will do is flip the faces of the box so that the faces are pointi ...Show All

  • Steve Frase XAct and mp3

    Hey. We were hoping to use XAct as our audio format, and we're currently trying to find a way to get it to run mp3's. I've done a good deal of research, but I can't seem to find any references to this. Has anyone else tried this Is it possible XACT does not currently support mp3 content. It can generate ADPCM for Windows and XMA for Xbox 360. Are there any plans for adding other compression method ...Show All

  • Shtan 3D tutorial using C#

    Hi   Any one can send the appropriate url for a 3D tutorial using C#   With Regards Sinu.M and if those are not enough http://www.thezbuffer.com/categories/tutorials.aspx http://www.mdxinfo.com/  has tutorials on using MDX (the managed version of DirectX) with C#. Cheers....... Thanks a lot .. :) ...Show All

  • Taking to HNL D3D background picture

    Hi folks, What I need to do is fill the background of my window with a particular bitmap. Bitmap can be of any size... 200x100, 640x480, 1920x1080, etc. and it should stretch to fill the window. Much like your desktop's background picture. This is in a D3D windowed app written in VB.NET using Feb2006 MDX. All 3D and sprite rendering is done on top of the background image. How do I do this My current knowledge tells me I have to load a tex ...Show All

  • kenny08 Compiling issues, DirectInput .dll is in two different places

    I'm having a problem compiling due to the compiler finding the .dll in two different places since updating my DirectX version. Here's the specific error... Error 1 The type 'Microsoft.DirectX.DirectInput.Device' exists in both 'c:\WINDOWS\Microsoft.NET\DirectX for Managed Code\1.0.2902.0\Microsoft.DirectX.DirectInput.dll' and 'c:\WINDOWS\assembly\GAC_32\Microsoft.DirectX\2.0.0.0__31bf3856ad364e35\Microsoft.DirectX.dll' C:\Documents and Settin ...Show All

  • Brian R DirectX Application deployment

    Hi There, I am working on a Direct3D application with C# 2005 Beta. It runs fine within and outside the 2005 IDE on my computer, but It won't run on somebody else's comp. (I can deploy non-directX applications though) The other person has the same version of DirectX (9.0c), and the .Net framework (2.0 Beta) as I do. On the other computer, the program crashes right away and it says " myProg has encountered an error and needs t ...Show All

  • kiwipiet directx error

    i know c++ pretty well and i got started into directx. im using dev-c++ for it and when i compile the following code i get a: invalid conversion from `void*' to `HINSTANCE__*' error. wat does this mean and how do i fix it other people got the code to work so wat did i leave out That's a lot of code. Which line is your error in And why can't you use VC2003 ( you should be able to ) sumguy wrote: ...Show All

  • TedTarney ID3DXFragmentLinker::Link*Shader Question

    Hi all! I have the following question: When using the ID3DXFragmentLinker::Link*Shader functions , will the fragments be linked in the order they appear in the rgFragmentHandles array Thanks! You are correct! JT ...Show All

  • marv101 DXUT and D3DXLoadMeshFromX

    Hi ive used the DXUTIL to initialise my prog and load an animated X file(Tiny.X) but when i call D3DXLoadMeshFromX to load my map mesh it fails. help ... How about some more detail What is the error you get What SDK version are you loading Etc. Please read this before posting more questions: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=69462&SiteID=1 Im using the summer 2004 ...Show All

  • SVMike CreateTexture2D from TGA

    i've got my tga loaderfrom my old opengl engine, and now i'm stufing around with a dx10 engine and want to get textures loaded. so i've got this: where tga.GetPixels() returns a pointer to the image data. tga.GetBPP() = 4, tga.GetWidth() = 512, tga.GetHeight() = 512 CD3D10_TEXTURE2D_DESC desc(DXGI_FORMAT_R8G8B8A8_UINT, tga.GetWidth(), tga.GetHeight()); desc.MipLevels = 1; D3D10_SUBRESOURCE_DATA data[ 1 ]; memset(&data, 0 ...Show All

  • Anand Kalyanam Weird question

    I have a question for all the leval designers out there. Let's just say I'm playing Doom 3 or something..See, Doom 3 or Quake 4 or any other game like that require a lot of visual memory..So let's just say that I'm playing the game and since all of thoes are first person shooters..Here's my master question is..Why don't you just put what you're not looking at in the game in a lower detail or maybe even wireframe But it wouldn't stay in a low det ...Show All

  • le_beluet Problem with setting Mouse Position with SendInput()

    Hi, I have an OpenGL Application and want to use the mouse for a Free-Flight Camera. The mouse should not be restricted to the Monitor boundaries... I get the mouse-position with WM_MOUSEMOVE and stuff. Because of the requirement of no boundaries i have to use a different system of saving my Mouse Position. I want to save an absolute position of the mouse x and y. To calculate the x and y I want to get a relative mouse movement each frame. ...Show All

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