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D3D11 Tessellation In Depth
Published in DirectX and XNA
By Seth Hoffert - Learn more about the D3D11 tessellation pipeline, including how to take advantage of the two new hull and domain shader stages
DirectX 11 C++ Game Camera
Published in DirectX and XNA
By Pavel Zinov - In this tutorial, I will show how to create your own 3D game camera. We will also discuss various camera transitions in order to make our camera dy...
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D3D11 Tessellation In Depth UNDER REVIEW
Apr 18 2013 07:51 PM | Posted By Seth Hoffert
in DirectX and XNA
Learn more about the D3D11 tessellation pipeline, including how to take advantage of the two new hull and domain shader stages
Tagged With: d3d d3d11 tessellation intermediate
DirectX 11 C++ Game Camera UNDER REVIEW
Mar 21 2013 09:13 PM | Posted By Pavel Zinov
in DirectX and XNA
In this tutorial, I will show how to create your own 3D game camera. We will also discuss various camera transitions in order to make our camera dynamic. I assume that reader have a basic knowledge about vectors and points in 3D space and difference between them. To understand the code snippet at the end of the article, you must have a basic C++ knowledge.
Tagged With: DirectX11 Camera Crossbones Article For Beginners Tutorial 3D Game C++
Pixel perfect collision detection in DirectX UNDER REVIEW
Aug 03 2012 06:50 PM | Posted By Esteban
in DirectX and XNA
The basic collision detection system everyone starts with is bounding box collision detection, but this method can be a bit inaccurate; however we will take advantage of it in this article.The basic idea is to check first, if bounding box collision detection has occurred, and then check pixel by pixel if the collision trully took place:
check bounding box collisions
if they exist, take a look p...
Tagged With: pixel perfect collision detection DirectX lockrect alpha c++ 2d physics LPDIRECT3DTEXTURE9 IntersectRect sprite texture D3DLOCKED_RECT RECT direct3d
Using Animated Pieces in a Board-based Game with XNA 4.0
Feb 24 2012 10:29 PM | Posted By Kurt Jaegers
in DirectX and XNA
This article by Kurt Jaegers, author of XNA 4.0 Game Development by Example: Beginner's Guide, enhances a board-based puzzle game called Flood Control in XNA 4.0 using animation. In this article, we will cover:Animating the rotation of pieces when manipulated by the playerGradually fading out pieces of completed scoring chainsAnimating the falling of pieces into place on the boardAll of the...
3D Animation Techniques with XNA Game Studio 4.0
Feb 23 2012 02:33 PM | Posted By Sean James
in DirectX and XNA
In this article, we will look at several ways to make the objects in our scene move. First, we will look at the animation of objects as a whole. We will do this through simple linear interpolation between start and end values, and through a more complex curve interpolation. We will also look at more complex animations through keyframed animation.This article by Sean James, author of 3D Graphics...
Building a Complete Board-based Puzzle Game with Microsoft XNA 4.0
Feb 01 2012 11:49 AM | Posted By Kurt Jaegers
in DirectX and XNA
This article by Kurt Jaegers, author of XNA 4.0 Game Development by Example: Beginner's Guide, introduces a board-based puzzle game called Flood Control. We introduce the XNA Content Pipeline, and build a recursive function to determine the state of the game board while playing.This article focuses on the following concepts:Using the Content Pipeline to load textures from diskCreating class...
Tagged With: gamepiece class game pieces piece public code board piecetype
Getting Started with XNA Game Studio Development
Jan 11 2012 11:24 AM | Posted By Microsoft
in DirectX and XNA
microsoft.com —
XNA Game Studio is an integrated development environment designed to make it easier to develop games for Microsoft Windows, Xbox 360, and Windows Phone. XNA Game Studio extends Microsoft Visual Studio with support for the XNA Framework and tools. The XNA Framework is a managed-code class library that contains features targeted specifically at game development. In addition, XNA Game Studio inclu...
XNA 4.0 Beginner Tutorials - Breakout
Jan 11 2012 12:28 AM | Posted By Jamie McMahon
in DirectX and XNA
xnagpa.net —
I'm writing these tutorials for the new XNA 4.0 framework. The tutorials will make more sense if they are read in order. You can find the list of tutorials on the XNA 4.0 Tutorials page of my web site. I will be making my version of the project available for download at the end of each tutorial. It will be included on the page that links to the tutorials.
This is a beginner tutorial on cre...
DigitalRune 3D .NET and XNA Game Engine
Dec 29 2011 04:47 AM | Posted By roverstu
in DirectX and XNA
digitalrune.com —
The DigitalRune Engine empowers professional .NET developers, indie developers and hobbyists to create 3D games and simulations using cutting-edge technology. The complete game engine is written in managed code and took several man-years to implement and optimize.
App Hub - content catalog
Dec 29 2011 03:40 AM | Posted By roverstu
in DirectX and XNA
msdn.com —
Get free game code you can reuse.
Designing a Flexible Vertex Element System for XNA Using Attributes
Dec 02 2008 03:17 AM | Posted By Michael Popoloski
in DirectX and XNA
IntroductionAnyone who’s done 3D graphics work with DirectX or XNA has undoubtedly had to learn about the concept of vertex formats. All vertex data passed to the graphics card needs to be described in order for the data it contains to be used correctly, and each graphics API has slightly different ways of doing so. In the past, when programmable shaders were not a factor, DirectX used a system...
Resolution Independence in 2D Direct3D Games – An Alternative Approach
Nov 20 2008 06:20 AM | Posted By Paul Cook
in DirectX and XNA
using StretchRect() to scale a final frame to the proper resolution rather than manually scaling vertices - the upsides and downsides
Integrating Your XNA Engine With XSI ModTool
Aug 11 2008 05:31 AM | Posted By MJP
in DirectX and XNA
Learn how to use XSI|ModTool's XNA integration features to create a content authoring pipeline for your engine
Hosting a C++ D3D engine in C# Winforms
Jun 17 2008 05:11 AM | Posted By Ryan Villamil
in DirectX and XNA
Motivation So you have invested man-years of effort in your C++ D3D graphics/visualization/game engine. Now you want to build a nice GUI that utilizes this engine, such as a scene editor or modeler, but low and behold you are inundated by potential hosting solutions: MFC, wxWidgets, QT, Winforms, WPF. All with different challenges and subtleties.Back in the day I solved t...
2D in Direct3D using Textured Quads
Jul 31 2003 04:31 PM | Posted By Eamonn Doherty
in DirectX and XNA
This article is for people trying to make a 2D graphics engine using Direct3D 9. It assumes you already have a basic Direct3D 9 application up and running, possibly using ID3DXSprite functions.If you do not, the code for a fully working application using the methods presented in this article is included.This article is divded into the following sections:The conceptThe vertex formatInitializatio...
DirectDraw Programming Tutorial
Aug 06 1999 09:46 PM | Posted By Lan Mader
in DirectX and XNA
ContentsOverview of DirectDrawDirectX API groupsWhat is Direct DrawRelationship to WinGDirectDraw surfaces - how you access video memoryThe page flipping approach to animationDirectDraw and COMDirectDraw ProgrammingWhat you need to compile and linkInitializing DirectDrawCreating the primary surface and setting up for page flippingLoading a bitmap into video memoryLoading the paletteColor Keying...
Tagged With: directdraw surface video memory ddrval bitmap ddsd create primary

