RGB texture format looks like i'll have to convert each frame of the avi to 32 bit then :-/ Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Problem with Buttons.Back that sorta makes sense but not totally. On button pressed I should hide one view and show the other. And on release change the state. Is that what you are saying. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
RenderTarget2D and MipMaps i don't know why but it don't work m_DrawBufferColor = new RenderTarget2D(m_GraphicsDevice, 1024, 1024, 4, SurfaceFormat.Color, MultiSampleType.None, 0); m_Game.GraphicsDevice.SetRenderTarget(0, m_DrawBufferColor); //here i render m_GraphicsDevice.ResolveRenderTarget(0); m_GraphicsDevice.SetRenderTarget(0, null); //now i use it Texture2D Tex = m_DrawBufferColor.GetTexture(); m_HDREffect.Parameters["DiffuseTexture"].SetValue(Tex); //part of fx file Out = tex2Dbias(DiffuseSampler, float4(In.TexCoord.xy, 0, 3)); and i get some thing that looks like like random (texture on this mip level is some random memory) //------------------------ it work when i do it that way but its slower: Texture2D Tex = new Texture2D(m_Game.GraphicsDevice, 1024, 1024, 1, ResourceUsage.AutoGenerateMipMap, SurfaceFormat.Color); byte[] Data = new byte[1024*1024*4]; m_DrawBufferColor.GetTexture().GetData(Data); Tex.SetData(Data); m_HDREffect.Parameters["DiffuseTexture"].SetValue(Tex); and now it work fine //------------------------- any sugestion what i do wrong Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
early-z Early-Z is a transparent technique of modern GPUs. As it doesnĄ¯t have an impact on the visual result there is no need to document it as part of the DirectX SDK. The only difference you may notice is in performance but there are multiple rules when it comes to Early-Z and they differ from one GPU to another. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
(search) 3d prog to create/edit *.x files directly blender is a popular choice for modelling packages. There's also Milkshape . Both sites should have links to tutorials. I don't believe you're going to find any package (that's free) that does .x directly, they almost all have plugins for exporting. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Multiple instances of a sprite Hi osrry i am a little confussed is there a class/function that exists already in xna to take care of a bullet or do you mean for me to make a class to do it
regards
Mark Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Scaling Asteroid from Space Wars starter kit Dang. I know nothing about that stuff. Another thing to learn...which is good.
Thank you very much for the tip. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
PC project -> 360 (including Game Library) Maybe someone else will be able to give you an answer, but without seeing exactly what you're doing it's hard to make a suggestion. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Rotating points in 3D Thanks for the lead. I will look into those and see how far I can get.
Gary Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
error when loading 3D model thanks for the reply, unfortunately it did not resolve my problem.
The problem is not the code, I can perfectly load a 3D model that came with the the starter kit, it's when I export a model in 3Ds max myself I get this error... Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
What's the competition like? Yup, I've got a lot of things done already, and a lot more to do. I hit the site several times a day. Of course, an entry will go in my blog ASAP. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Strange DX9 vertex glitch I'm running SP2. This is happening on every machine I run it on, but FYI i'm running a nvidia 6800 GT, obviously DX9. I'm using ps_2_0 if that makes any difference. I'll also say that sometimes it happens JUST to one of the textures, then most of my pre-defined vertex data (cubes, planes), then to my models (.x). Any assortment of those three. I love the second pic I posted because I'm doing some heat distortion post processing and it looks like everything is totally out of whack. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
About XNA GS Release Thanks a lot.
One last thing. Will XNA Game Studio Professional support VS Pro.
Don't think it will make the lab personnel very happy to have to install C# Express also. But, oh well . Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Crash in fxc with April 07 SDK Has it been that long Thought it was the end of 2005, early 2006. Oh well, time flies when your coding I guess. Looking back at the history of DirectX on wiki, and the size of the SDK back at 9.0b being under 40MB makes me wonder where the time has gone. Anyhow, you're right. It probably isn't a good idea to install the SDK everytime it comes out. I must just be dreaming of the time when each SDK release was a major improvement with lots of new stuff. Those damn major players and their control over the releases. Too bad there's the rule of follow the money. Kinda funny though how major players would be asking for a bi-monthly release. If a game takes 2-3 years to develop, I would doubt they are updating their DirectX SDK more than 2-3 times, especially due to the increased chance of things breaking when you release it more often. 18 releases in 3 years seems kinda overkill. Also, seeing an increase in questions about "outdated" sdk releases for months prior must be a pain if you are in charge of tracking down errors. My guess is the next few years is gonna be a pain trying to support DX9 and DX10. Time will tell. Thanx again for the info. Perhaps a small label of "major/minor release" on the SDK releases would help as an indicator to major new functionality/samples vs bug fixes. (yes, I'm being lazy and know I could just read the release notes. ). Just a thought. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Buttermilk Game Engine / Gui Engine And.... here it is :)
http://www.codeplex.com/buttermilk
Currently, the license is restricted to open-source, evaluation only. It will be loosened once I decide on which license to use permanantly.
Check it out if you're interested and have time :) Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Do all DX10 cards support SM4 As SM4 is the only shader model that Direct3D 10 supports there could no Direct3D 10 solution without.
I know that Intel claimed some time ago that this chipset is able to support Direct3D 10 and only need a driver to do so. But until know I havenĄ¯t see a driver. Therefore I would not put too much hope in this. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Reference rasterizer Can you be more specific on this Maybe a code example I can't find how to make the GraphicsComponent GraphicsDeviceService to be a DeviceType.Reference. Thanks in advance and continue with the great job! Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
XBox 360 Wireless Controller on a PC Will the wired 360 controller work on a PC Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Maya Programming Resources Thanks :), the gamedev.net article was great help thank you :) What IDE do you write the plugins in Visual Studio 2005 or does maya have an editor in which you can write C++ plugins that automatically have references to the required libraries/dlls Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Vibrate the controller for 1 second? You could also try something like setting the value in a static
DateTime object when your start the motor, and then use a TimeSpan to
find the number of seconds that have passed since the rumble
initialized. Something like this, and excuse my lack of proper button check and rumble initialization code. I'm not near a PC with XNA on it: WhateverFunction() { static DateTime startRumble; if (you pressed the button that causes rumble) { GamePad.SetVibration(PlayerIndex.One,1f,1f); startRumble = DateTime.Now; } .... TimeSpan timePassed = DateTime.Now - startRumble; if (timePassed.totalSeconds >=1.0) { GamePad.SetVibration(PlayerIndex.One,0f, 0f); } } Optimize it obviously so that you aren't doing that timespan check every time, or you'll end up constantly turning off the rumble when you don't need to. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Need help in reusing vertices Hi I'm new to XNA and im trying to render multiple instances of the same object.
I've read the " How to: Use BasicEffect" in the XNA documentation, but I'd like to render multiple cubes, if someone could post some code showing how to do this that would be much appreciated.
Thanks
Edit: Just solved my problem. In my draw function, after drawing the first cube I translated the world matrix, and forgot to set it to the old worldmatrix when finishing. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Vista Compatibility Yup. It made it to a certain point, then failed, and rolled back. Nice to see something do the right thing if it can't install fully.
I'll probably purge off vista 32 bit, and put an xp pro partition back on. That leaves me 64 bit vista for spiffy stuff, and 32 bit xp pro for game development.
Sigh. Another os install.
Dan. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
VB6/DX8 CreateTexturefromResource parameters? Thank you very much for your reply.
I inserted the data in the resource-editor as "picture" first, but added them additionally as "custom". Now IĄ¯ve replaced all "CUSTOM"-types by "RT_RCDATA" (including the quotation marks) but the error remains.
I also tried to create from memory, but the error remains here also
Code Snippet
'// necessary declarations
///////////////////////////////////////////////////// Dim texture As Direct3DTexture8 Dim tex() As Byte Dim byte_length As Long
'// Function
///////////////////////////////////////////////////// tex = LoadResData(117, "RT_RCDATA") byte_length = UBound(tex) Set texture = g_d3dx.CreateTextureFromFileInMemory(g_dev, tex, byte_length)
It would be nice if there is some kind of tutorial describing how to do this with vb.
thank you Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
How do the proffesional videogame programers load a 3d model? So, i understand the you donĄ¯t use a common file. Could you explain me how can i make such custom exporter program . Is there any documentation about it . Do you know the name of any asset compiler that can be downloadable . Thanks for you help Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
How to only draw visible meshes? Performance problems. Dodger_ wrote: The framework is not in charge of whether a visible object should be drawn. You tell it what to draw and it will send it to the video card. My guess, though, is that state changes are what is killing your performance not polygon count. You didn't include the source for DrawModel() so it's hard to say what you're doing exactly. Debug builds are also slower than Release, so make sure you're profiling it under Release. Here's the draw model code and I am building the Release version: protected void DrawModel(Model ModelToDraw) { //Copy any parent transforms Matrix[] transforms = new Matrix[ModelToDraw.Bones.Count]; ModelToDraw.CopyAbsoluteBoneTransformsTo(transforms); //Draw the model, a model can have multiple meshes, so loop foreach (ModelMesh mesh in ModelToDraw.Meshes) { //This is where the mesh orientation is set, as well as our camera and projection foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition) * Matrix.CreateScale(modelScale); effect.View = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f), aspectRatio, 1.0f, 10000.0f); } //Draw the mesh, will use the effects set above. mesh.Draw(); } } Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Bitmap Font problem Thanks, now program works correct! Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Vector to rotation, ie - point models 'forward' to their direction. I realise that's a bit over complicated. So I'll simplify. Say your current heading vector is Vector3 velocity (x,y,z). Store that in a variable. Then do whatever you do to update your heading however you like. Then, take your new velocity (x2,y2,z2) and take the dot product of that and the old velocity. That will give you the cosine of the angle between them. You can use that to determine the angle you need to rotate your model by to keep it aligned with its heading. The only thing you have to watch is determining which way to rotate the model, because a dot b is the same as b dot a - this isn't a problem in the code I posted above because each method is applying a 'left' force and a 'right' force when I change my velocity, so I always know which way to rotate. You'll need some way to distinguish the correct direction of rotation, as well as size of rotation. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Orthographic UI Aye, I noticed that the spritebatch allows you to pass in the rectangle, which has to be integer values for everything. However, one of the overloads for spritebatch Draw allows you to pass in Vector2 for position, which is comprised of floats. I had hoped that would allow it to work off percentage but nope I've been multiplying the width/height by the percentages for now, but it feels so...dirty. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
Some Halo-like video clip I found... That's my video : ) I'm working on adding collision with the level right now. EDIT: Oh yeah, and if you're wondering, the game runs at ~60 FPS, but my video recorder slowed it to less than 15 (sometimes 8-9) EDIT (again): I just uploaded the collision test video. It was recorded at a gouge-your-eyes-out 7 frames per second, it should be up on YouTube soon, so here's the link: http://www.youtube.com/watch v=tmTJNuJiiK4 Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
HLSL's tex2Dlod (Vertex Shader texture fetch) difference between PC and XBOX360? Windows supports the Color format (at least mine does). I'm hoping the Xbox supports the Alpha8 texture format, or I'm going to have to again recode a lot (it's tough coding for Xbox without an Xbox on hand). I understand that the XNA team is pretty busy and probably doesn't have time to write up a lot of documentation (though I must admit some more documentation on this sort of thing would have been nice - it'd probably have saved time in the long run). The msdn2 documentation has some information on what's supported on Xbox, with an X being placed next to supported members (e.g. http://msdn2.microsoft.com/en-us/library/system.xml.xmlreader_members.aspx ). However, there's no information on things like what surface formats are supported on the Xbox ( http://msdn2.microsoft.com/en-us/library/microsoft.xna.framework.graphics.surfaceformat.aspx ) or what the shader models offer that might be different from standard. Perhaps a webpage or a wiki for this information, managed by the community, would be helpful Then we could ask questions here as they come up and gather information that may be helpful in the future. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
how to set xbox 360 resolution? Wooow Kurt!! I think this code will be run!! I will test it at night and report the results here! thanks a looot!!!!!!! Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
XNA and C# HATE me... Errors with spacewars Yes i have. How stupid do you think i am I have a less than 2 year old acer laptop running XP SP2. Give me SOME credit. Tag: XNA Game Studio Express PC and XBOX in one project? Game Technologies: DirectX, XNA, XACT, etc.
SouLDragooN
Currentyl I had to start a new 360 project.. write a xcopy batch file
to copy any new source or asset files from my PC project over to the
360 project.. then by hand go in and add any new files to the 360
version. A bit of a pain.. It works... But I was hoping there was a
simple flag or two I could swith to change over to the 360's Libraries
and not have 2 seperate projects and all the batch file fun.
Re: XNA Game Studio Express PC and XBOX in one project?
Jim Perry
Instead of copying the PC project files, why not just add them to the 360 project as a link That way a change to a file will be reflected in both projects.
Re: XNA Game Studio Express PC and XBOX in one project?
Jim Perry
1) Right-click on the project and select Add | Existing Item... 2) Select the files you want in the dialog 3) Click the little arrow on the right-side of the Add button and select Add As Link