Blender Is there some where you could post some samples of you model so I can test them, I will try and simulate what you have posted about but the sample scenes you have will make sure we are using the same models. Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Filling an area using DX9 Sprite (C#) Is there a way to fill an area of the screen (not the whole thing) with a solid color (Using DX9/DX9 Sprite) Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Real API functions in a DX world I call them real because I could code my own, only problem would be it would not change with the windows theme and is quite slow. And I hoped you wouldn't say this. So that means I can't do anything else than putting a child window into it Well, nothing to do then . Thanks for your help/time. Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Subscription not available on my Xbox! From a blog post on the XNA team blog:
On the Xbox Live blade, go to "Xbox Live Marketplace"
Select "Games" and then "All Game Downloads"
Scroll down the list to find the "XNA Creators Club"
Here you'll be able to go under Memberships to purchase a 4-Mo membership for $49.00 or an Annual (12-mo) membership $99.00. The prices used here reflect the subscription rates for the United States and pricing may differ for your local region or country if outside the USA.
You'll also need to download the XNA Game Launcher from the same area. Having done so, you will find a new XNA Game Launcher program on your Games blade under Demos and More. Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
2D Texture transparency This should work, I just tried it again to make sure it still works in the 1.0 release, I'm using the red_ball.bmp and the code from my blog entry here:
http://xna101.spaces.live.com/blog/cns!77EE4BD533D8ECAE!133.entry
maybe your magenta is slightly off color Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Install XNA games on another computer? My desktop computer has Visual Studio C# Express and XNA Game Studio Express. My notebook computer doesn't have these programs. Both computers have Windows XP Home Edition. After building a game in XNA GSE, how do I install the game on my notebook computer I got confused by XNA GSE "Publish" command. Is it possible to publish to a folder on a hard disk or an USB flash drive I would like step-by-step instructions. Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Gaming groups or websites Since you're posting on an XNA-related forum, I'll assume you're looking for a similarly focused web site, in which case you might want to check out the one I run: www.threesixbox.com Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Humorous but somewhat serious question about XNA I do not understand the question perhaps, but XNA can be as serious and hardcore as you want it to be or it can be simple and easy. I think that is one of the nice things about XNA; that it takes very little to get started, to get a 2D character bouncing around. So if you are asking if XNA is targeted towards kids or rather the more novice of us programmers then I would say yes, of course it is. That is not to say XNA isn't powerful though, I think we will see XNA games that look better than XNA Racer in the future, and as usual the bigger and better the teams the better the game (usually).
I have not really dug into what the Wii is capable of Graphically but I have seen very well put together examples showing how games on the PS3/360 look immensly better when compared to the same game on the Wii. I am not sure about this, but it seems that in most of the tests that the shader support for the Wii is lack-luster at best which is and will be a big thing for graphics. Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
DreamBuildPlay is up!!! ..jeez whoever designed the website should be shot for this oversight Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Pixel Shader 1.1 ok, but if the card does not support pixel shader 1.1 the reference rasterizer will not run neither and i believe that this restriction is not neccesary when you run using it. Restrict the use of the reference rasterizer if your hardware rasterizer doesn't support pixel shader 1.1... i believe that this have no sense; Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Rants on XNA 1.0 Hm, okay. Seems we won't be switching to XNA anytime soon. I'll probably look into the patterns used and maybe start using them in my own engine, so if/when XNA gets to a state where we can use it, the porting will be less difficult. Thanks for the rant, at this stage such posts are the most interesting for me! Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
please take new forum posts over to http://creators.xna.com Kyle_W wrote:
Wow I just noticed that you have to have an X-Box Live account to even make a new post in the new forums. Does this mean that Windows game developers who do not own X-Boxes are to be left high and dry with no forum support
Seems like the XNA Team wants to make their product lose popularity.
Nope, signing up is free. You can make a new account without an xbox. More info here: http://letskilldave.com/archive/2007/03/06/The-Permanence-of-Gamertags.aspx Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
what is best way to render scene with great number of textures? It's correct that Texture3D doesn't let you specify the resource
management mode. That's because there is never any reason to make a
Texture3D in anything other than the automatic pool: none of the
reasons you'd want a manual pool texture apply to 3D data.
The docs are incorrect in saying you can only GetData/SetData on manual pool textures. Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
2D Collision to Windows boundaries... Hi there,
I'm a beginner with XNA, and for the sake of personal knowledge i'm trying to create a simple breakout clone (loving the cliche of this). Anyway, this far i'm going ok, but now I have a problem with collision detection between the ball and the windows boundaries.
I also know what is causing this problem, but I dont know how to solve it.
The code has been set up that the ball is stick to the paddle untill you release the ball by hitting space. At this point the ball will move by a pre-set speed (given in the class of the ball) along the Y axis. This works without problems. However, the direction the ball is moving on on the X axis is set pick a random direction. This ransomness is causing the problem with the collisions. When the ball collide with the top or bottom of the screen (the Y axis) everything works perfect and the ball, will bounce back. But when the ball hits one of the side walls (the X axis) the ball sticks against the wall and wont move anymore.
The problem here is the randomness given to the X axis of the bal. If I start the game without thise random code running the ball will bounce against the walls with no problem. But doing this means the ball will not get a random direction at the point it is realeased from the playerpaddle, so the whole point of the game will be gone.
This is the code in the Ball.cs clas file:
Code Snippet
public Vector2 pos = new Vector2 ();
public float speed;
public int direction = 0;
public Ball()
{
pos = new Vector2 (0f, 0f);
speed = 5;
Random rand = new Random ();
direction = rand.Next(-5, 5);
}
And this is the code in the Game.cs class file that is used to check the collision:
Code Snippet
// Handles the balls speed and direction after the ball has been released form the paddle
void BallUpdate()
{
if (keyReleased)
{
ball.pos.Y -= ball.speed;
ball.pos.X -= ball.direction;
}
int MinX = 0;
int MaxX = graphics.GraphicsDevice.Viewport.Width - t_ball.Width;
int MinY = 0;
int MaxY = graphics.GraphicsDevice.Viewport.Height - t_ball.Height;
if (ball.pos.X > MaxX)
{
ball.speed *= -1;
ball.pos.X = MaxX;
}
else if (ball.pos.X < MinX)
{
ball.speed *= -1;
ball.pos.X = MinX;
}
if (ball.pos.Y > MaxY)
{
ball.speed *= -1;
ball.pos.Y = MaxY;
}
else if (ball.pos.Y < MinY)
{
ball.speed *= -1;
ball.pos.Y = MinY;
}
} Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
DreamBuildPlay - Any advantage to submitting early? If you're done already, you could just let your finished one sit there and start on another entry. You still have a week and you can submit more than one entry. Better chances to win, especially if you don't think there's much to add to your current one.
@Lima Beans - it's probably because nobody wants to give anyone else ideas. a couple of ideas here and there could make or break your game. Although I'm sure that afterwards, you'll probably be seeing a torrent of blogs/tutorials/walkthroughs in how people created their games. Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
HOWTO: The fastest way to update shader parameters? Thanks Leaf, Jon and Shawn. It is consistently pointed out that getting a handle to parameter will speed things up (and make a big difference), and I guess the slowdown is actually coming from the "look-up" of parameters, rather than the way it's being sent across the bus down to the GPU. Good thing to know! Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Post-Processing Woes I've started experimenting with full-screen post-processing after using a tutorial on Ramblings of A Hazy Mind (tutorial number 8 I believe), that lets you modify many things using pixel shaders, unfortunately I'm unable to find good examples of post-processing effects that will work with this implementation. I'm not really looking for a different way of doing this, rather I'd like to port an effect I've had trouble with into something that will work with Hazy Mind's system. The main one I've had a problem with is a Blur/Glow effect that I found on the XNA5D site, unfortunately it also implements a vertex shader which I have no knowledge of (I know very little about pixel shaders also) so I don't know how to get it to work without involving 3D models, here is the code (probably going to have some smiley faces or something). For those who don't know, Hazy Mind's post-processing system only uses pixel shaders (as far as I know). Also, if anyone has any effects they've made for this type of thing I'd love to see them, thanks!
const float2 offsets[12] = {
-0.326212, -0.405805,
-0.840144, -0.073580,
-0.695914, 0.457137,
-0.203345, 0.620716,
0.962340, -0.194983,
0.473434, -0.480026,
0.519456, 0.767022,
0.185461, -0.893124,
0.507431, 0.064425,
0.896420, 0.412458,
-0.321940, -0.932615,
-0.791559, -0.597705,
};
float BlurScale;
Texture UserTexture;
sampler SamplerState = sampler_state
{
texture = <UserTexture>;
magfilter = POINT;
minfilter = POINT;
mipfilter = POINT;
AddressU = clamp;
AddressV = clamp;
};
struct VertexToPixel
{
float4 Position : POSITION;
float2 TexCoord0 : TEXCOORD0;
};
VertexToPixel SimpleVertexShader( float4 inPos : POSITION, float2 tex0 : TEXCOORD0)
{
VertexToPixel Output = (VertexToPixel)0;
Output.Position = inPos;
Output.TexCoord0 = tex0;
return Output;
}
float4 ApplyBlur(VertexToPixel inp) : COLOR
{
float4 sum = tex2D(SamplerState, inp.TexCoord0);
float4 Gold = float4(255, 178, 0, 0);
for(int i = 0; i < 12; i++)
{
sum += tex2D(SamplerState, inp.TexCoord0 + BlurScale * offsets );
}
sum /= 13;
sum.a = 1.0f;
return sum;
}
float4 ApplyBlurMore(VertexToPixel inp) : COLOR
{
float4 sum = tex2D(SamplerState, inp.TexCoord0);
float4 Gold = float4(255, 178, 0, 0);
for(int i = 0; i < 12; i++)
{
sum += tex2D(SamplerState, inp.TexCoord0 + (2*BlurScale) * offsets );
}
sum /= 13;
sum.a = 0.5f;
return sum;
}
float4 ApplyBlurMed(VertexToPixel inp) : COLOR
{
float4 sum = tex2D(SamplerState, inp.TexCoord0);
float4 Gold = float4(255, 178, 0, 0);
for(int i = 0; i < 12; i++)
{
sum += tex2D(SamplerState, inp.TexCoord0 + (1.5*BlurScale) * offsets );
}
sum /= 13;
sum.a = 0.8f;
return sum;
}
float4 ApplyTexture(VertexToPixel inp) : COLOR
{
float4 TextureColor = tex2D(SamplerState, inp.TexCoord0);
TextureColor.a = 1.0f;
return TextureColor;
}
technique Blur
{
pass P0
{
VertexShader = compile vs_2_0 SimpleVertexShader();
PixelShader = compile ps_2_0 ApplyBlur();
}
pass P1
{
VertexShader = compile vs_2_0 SimpleVertexShader();
PixelShader = compile ps_2_0 ApplyBlurMed();
}
pass P2
{
VertexShader = compile vs_2_0 SimpleVertexShader();
PixelShader = compile ps_2_0 ApplyBlurMore();
}
pass P3
{
VertexShader = compile vs_2_0 SimpleVertexShader();
PixelShader = compile ps_2_0 ApplyTexture();
}
} Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
56k download Just wondering if there's a split up version of the DirectX sdk for 56k users, or something similar. Thanks, BmB Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Who is using XACT? We would use it, if some compression that sounded better, and compressed more, than MS-ADPCM was available. WMA will do in a pinch; user-supplied decompression would be even better (we prefer OGG/Vorbis for various reasons). As it is, this is actually a deal killer (we're content size sensitive). Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Model scaling without effecting the real coords Hi, when I load my models they don't always have the correct size in relation to each other, so i want to scale them. When i multiply the world matrix of the basic-effect that renders the model with a Matrix.CreateScale(0.2f) matrix i get the visual correct result. But the coords are scaled too. So when i want to set the position of my model i need to multiply the x, y and z coords by 5 to get the correct values for the model world matrix. Does anyone have an idea to only scale the model in visual I already tried to multiply the view and/or projection matrices with a Matrix.CreateScale(0.2f) matrix but I only got crapy results... at least I am not very familiar with matrices Thx & bye Thunder2002 Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
size in the 3D space i have 2 question
1.iam confuse how to correctly match the size of image (ex: *.tga 256x256) to the 3D space when we using CustomVertex.PositionTextured, how can we render the actual size of image in the 3D space
2. ex:
void OnCreateBuffer(object sender, EventArgs e) { VertexBuffer buffer = (VertexBuffer)sender;
positionTex = new CustomVertex.PositionTextured[4]; positionTex[0].Position = new Vector3(-1.0f, 1.0f, 0); positionTex[0].Tu = 0; positionTex[0].Tv = 0; positionTex[1].Position = new Vector3(1.0f, 1.0f, 0); positionTex[1].Tu = 1.0f; positionTex[1].Tv = 0; positionTex[2].Position = new Vector3(-1.0f, -1.0f, 0); positionTex[2].Tu = 0.0f; positionTex[2].Tv = 1.0f; positionTex[3].Position = new Vector3(1.0f, -1.0f, 0); positionTex[3].Tu = 1.0f; positionTex[3].Tv = 1.0f;
buffer.SetData(positionTex, 0, LockFlags.None); }
this buffer will create polygon wiht the width =2 n height =2;
so what the meaning is 2 in width n height, 2 pixel or 2 inch or.. Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Resource management Hi, I was wondering if loadGraphicsContent can ever be called with loadAllContent=true except the very first time. The reason it's an important issue is that if it can, references can go dead, ex. if I load effect in Game1 and give it to object X, then Game1.loadGraphicsContent(true) is called and I have to reload effect, X's reference to effect is no longer any good. This can be solved with some simple indirection, but it would be nicer not to do that if it isn't necessary. I'm also curious if it's ever necessary to explicitly Dispose() a resource, such as a VertexBuffer, if it is created with ResourceManagementMode.Automatic, or if everything will be taken care of when it is garbage collected. Part of my concern is that I had a huge problem with MDX9 where such objects were not getting garbage collected because they had captured some device events which kept them live even after my code no longer had any direct reference to them. Is there anything like that going on here Thanks, Max Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Future of DirectX My point is that people complained about DirectMusic, DirectShow, DirectDraw, DirectPlay in exactly the same way as you did. In fact there are still plenty of folk out there who would love DirectDraw to be supported and part of the API. There is also actually no repalcement way for doing the things DirectMusic did unless you go and buy a 3rd party library or write it yourself - DirectMusic was not a way to play sounds like DirectSound. See http://msdn.microsoft.com/archive/default.asp url=/archive/en-us/directx9_c/directx/htm/introductiontodirectmusic.asp
I certainly didn't intend to imply that you were not writing a game, just that Microsoft responds most to large publishers. Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
PIX, DX10 and Render to Texture no crash, actually pix stops recording on: GetD3DDevice()->OMGetRenderTargets( 1, &mOrigRTV, &mOrigDSV ); > debug validation layer turned on device is created with D3D10_CREATE_DEVICE_DEBUG flag > and made sure it doesn't spew about problems with API usage this might explain it: D3D10: WARNING: ID3D10Device::OMSetRenderTargets: Resource being set to OM RenderTarget slot 0 is still bound on input! [ STATE_SETTING WARNING #9: DEVICE_OMSETRENDERTARGETS_HAZARD ] D3D10: WARNING: ID3D10Device::OMSetRenderTargets: Forcing PS shader resource slot 0 to NULL. [ STATE_SETTING WARNING #7: DEVICE_PSSETSHADERRESOURCES_HAZARD ] here is the code snippet it complains about: void DX10RenderTexture::BindTarget(int index, bool clear, int flags) { // Store off original render targets mDevice->GetD3DDevice()->OMGetRenderTargets( 1, &mOrigRTV, &mOrigDSV ); ID3D10RenderTargetView* aRTViews[1] = { 0 }; if (flags & RTF_Colour) aRTViews[0] = mRenderTargetView; mDevice->GetD3DDevice()->OMSetRenderTargets(1, aRTViews, (flags & RTF_Depth) mDepthStencilView : 0); if (clear) { mDevice->GetD3DDevice()->ClearRenderTargetView(mRenderTargetView, (float*)&mClearColour); mDevice->GetD3DDevice()->ClearDepthStencilView(mDepthStencilView, D3D10_CLEAR_DEPTH, 1.0f, 0); } } the warning pops up when BindTexture is called for the second time in the frame, not sure what the warning means but it probably is my problem i guess Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Ortho-picking How is picking in an orthogonal projection supposed to be done
The pick example from the sdk works only in PerspectiveFov projection, but not in Ortho projection. It seems to be all in the calculation of the pick-ray vector, but I can't find out how to set it :/
Tnx! Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Collision Detection With Bezier Curves As I was saying a bouncing algorithm wouldn't be difficult to implement, I created one that could work: (lineNormal - playerDirection) * 2 + playerDirection With lineNormal being the normal of the terrain line. So I don't think bouncing is too much of an issue. What my problem is is that the only way to tell if the player has collided is to test for line intersection between the player and the terrain. But by the time an intersection happens, the player has penetrated the terrain. Before I draw the position of the player on the screen I need to calculate where the player should be so it looks like they never penetrated the terrain. Then after I have corrected the position of the player I can bounce them off the terrain. I'm not sure of an algorithm to calculate this new position. By the way I am using Verlet integration in the game but that shouldn't really affect the collision detection method. Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
How to publish for Computers without XNA? It's still not enough: the xna framework redistributable seems not to have the content pipeline. I really don't know why, I hope that the april release fixes this...Is someone more uptdated than me about this Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
XNA project hard freezes XBOX360 Adam Hines wrote: In regards to setting breakpoints, it happens mostly in release mode, and specifically if the debugger is not attached. If i run the game from the XNA launcher it will freeze within a second if i don't exit the menu (the only part using bitmap font) Hopefully that will provide some more insight into the problem, does anyone at MS know if there are any plans for an XNA update anytime soon
Sounds like a timing issue like some sort of race condition. Are you (or the 3rd party components) using multiple threads Maybe multiple threads trying to access the graphics routines at the same time I would strip out components 1 by 1 until I can narrow down the problem. Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Tiling textures I have a .x mesh exported from 3ds (3D studio max). In 3ds, the texture for my floor is tiled, and looks nice and detailed. However, when I load this mesh into my DirectX application, the texture is tiled, but is stretched to the size of the face... so now it looks like gravel instead of carpet!
Can DirectX control how textures are tiled I cant seem to find anything. So far I have turned on Anisotropic texture filter which has made a slight improvement... but the tiles are still streched!
Any ideas Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
Tell us about your website or game! Would my entry in the Xbox 360 Homebrew competition count Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.
PC project -> 360 (including Game Library) Okay, I think I managed to figure out what you were talking
about. Here's what I currently have, I'll play around with
consolidating things a little more but this is working:
A Windows Game Library that has all my engine code and content/importer/processor code
An XBOX Game Library that has just the engine code, no content code.
An XBOX Game that includes the .dll generated by the Windows Game
Library in the content pipeline and references the Xbox Game Library to
include the engine code.
This atleast compiles and tries to run. Now I have an error about
not being able to find content from a relative path so I'll be
playing around a bit more before I call it a success.
-Javier
*Okay, scratch that. I can't see my custom importers at
all. They don't show up in the list of Content Importer or
Content Processor under the content properties. Clearly not
accepting my
library dll as a content processor. Tag: XNA Game Studio Express XNA Starter Kits Game Technologies: DirectX, XNA, XACT, etc.