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- Collision Detection
by OasisGames
- 14 Replies
- Last post
by Gloei
- Hello, I would like to create a collision detection function to test if the bounding sphere of one of my meshes (the player, for instance) is intersects a triangle in another model (the level). How would I go about running a for loop that checks each triangle of the level And from there, what would be the best algorithm to determine if the BoundingSphere is within the triangle Any help is greatly
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- Re-focusing XNA game window
by SouLDragooN
- 9 Replies
- Last post
by Kyle_W
- I am sure this is easy, but I am new to C# and having a hard time
re-focusing the XNA window to the front after my splash screen is done.... when the splash screen goes I
need someway to call something similar to this.focus....Help please =)..
Thanks.....
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- Newbie: Package 'Visual Studio IDE Package' has failed to load properly
by ted7
- 4 Replies
- Last post
by Glenn Wilson
- Hi,
I had Visual Studio loaded on my machine and decided to try XNA Express. I downloaded and loaded C# express, the SDK and XNA Game Express. When starting XNA Game Express I get the following message and can't get passed it: "Package 'Visual Studio IDE Package' has failed to laod properly (GUIS =....) Would you like to disable loading this package in the future Then there is a series of
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- Question about 'EffectParameter' class
by Ultrahead
- 8 Replies
- Last post
by Ultrahead
- Given that the EffectParameter class is sealed I need to ask: any chance for future versions to take advantage of generics for methods like SetValue and GetValue
I 'm not meaning to create a new 'EffectParameter<T>' class (what'd make it difficult for the 'EffectParameterCollection' class), but something like:
GetValue<T>() or GetValue<T>(T dummy) -the latter to avoid th
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- Pixel Shader 1.1
by Jose Rodolfo
- 14 Replies
- Last post
by Barbarian of the West
- Hello, I'm studying the possibility to use XNA todevelop some educational games, but I Have a doubt, does every student that will play a simple game of mine will have to buy a video card that supports pixel shader I wonder if there is a way to develop a game in XNA and not to use pixel shader, I'm from Brazil, and many of the students does not have a good video card.
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- What does creators club include right now?
by Xefan
- 14 Replies
- Last post
by buster2000
- I'm a little puzzled about what the creators club actually includes, I've checked the FAQs and can't really find an answer. I have however managed to find the following: "The XNA Creators Club is available on Xbox LiveR
Marketplace for $49 (U.S.) for a four-month subscription, or $99 (U.S.)
for an annual subscription. Both subscriptions provide aspiring game
developers with access to thous
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- Question regarding making landscape in 2D
by DSent
- 14 Replies
- Last post
by HippyInASuit
- My question is rather simple. I have a texture and a landscape map to apply it to. It is possible to make a rectangular sprite in XNA, but is it possible to cut a part from it
Here's an example for better understanding of what I'm aiming for: http://img335.imageshack.us/img335/9972/examplent7.jpg
The only way I can think of is to make a different texture for every sprite, changing its shape
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- 3D picking - possible solution?
by Richard Kain
- 8 Replies
- Last post
by Darkside
- I was pondering, and something occured to me. Let's say I have a 3D model. Now lets say I want to enable 3D picking for that 3D model. That is to say, I want the mouse to be able to change its properties / response when it is over the 3D object, or clicking while over the 3D object.
I assume that one way to solve this would be to create a ray that originates from an equivalent point in front of
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- Unified Input
by JDPeckham
- 14 Replies
- Last post
by Alcedes78
- It's my biggest gripe about XNA and directx, there's no unified input...
I don't have a 360 controller hooked to my pc, not even sure if that is possible... is it Anyhow, since i took the whole unified input idea from Lynn T Harrison's book, i'll share it here in hopes that people can email me suggestions and feedback. The enum translations aren't finished yet and the InputManager i
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- Models
by RICH525234
- 5 Replies
- Last post
by RICH525234
- Hello im trying to load the same model many times at differnt locations first i create an array of models then i load the the models content location info then i created each model to draw in the draw method. however doing this simply is transforming the same model instead of drawing 10 seperate models here is m code if anyone can figure it out public class Game1 : Microsoft.Xna.Framework.Game
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- How do i get into the Creators Club
by HyperLethargy
- 2 Replies
- Last post
by D0Tslack
- hi. sorry if this has been answered, i just can't find anything on the forums. I'm browsing xbox live market place on my 360 and i just can't find the creators club. where is it and how do i get in it may help to know... i only have a one month xbox live gold account, and i'm in the UK. thanks
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- I need help getting started in game design...
by RomanKB
- 6 Replies
- Last post
by HinDRAncE
- How doi get started in game design
What software do i need
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- HLSL Alpha channel problem?
by brian_tsim
- 5 Replies
- Last post
by scoy
- Hi all,
i want to use HLSL change to texture alpha 100% to 30%. i tried search in internet. But not very well solution to do. Please somebody help.
Best Regards,
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- Collision Detection
by Blademasterbobo
- 3 Replies
- Last post
by Blademasterbobo
- I've searched everywhere, but I can't seem to find any up to date guides on pixel perfect collision detection with C++ and DirectX sprites. So far, I've got an idea of how to get the collision detection part based on the coordinates and size of the sprites, but no idea on how to do the pixel perfect part. Any guides, or help with how to check which pixels in two sprites are overlapping, would be a
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- Windowed Graphics Scaled?
by Micael Baerens
- 3 Replies
- Last post
by Micael Baerens
- Hi,
I'm running an application in 1280x1024 - same as the native resolution and desktop resolution for my monitor. When I run it in full screen, the background image is displayed as it should.
However - when running windowed at same size, it seems to scale the background slightly, and it seems the window's exterior is 1280x1024, but the client area is less
Does this seem correct, and any
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- My first game on Xna
by gendai
- 8 Replies
- Last post
by gendai
- I made my first game(1946) with Xna. you can move your plane with mouse, canon is left mouse button new version! (0.1) http://s1.upload.sc/request/38ca5cf656f179755c9bd1d11dea24ae/owner changes; 1 new plane, 2 new sounds, fixed bullet bug. old download link; http://s1.upload.sc/request/f6db77a9f09b025ca438d0dca6855812/owner if anyone has a question please send here or genjurosei@gmail.com thanks
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- Visual C# Download Error?
by Red-X
- 2 Replies
- Last post
by Glenn Wilson
- I have a Windows XP Home Edition SP2 and everything else I need for this to work. I don't have DirectX though so that might be the problem, but I can't download it. I go to the install screen and everything is fine, it finishes downloading and installing, but at the very end a pop-up comes up and states: Microsoft Visual C# 2005 Express Edition - ENU has encountered a problem during setup. Setup
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- World to screen conversion.
by DevboyX
- 9 Replies
- Last post
by Stee Martin
- Hi. Something weird when trying to covert world to screen coordinates. Vector3 res = Vector3.Transform(worldPoint, Camera.View * Projection); I get the result vector with values greater than 1. Aren't the values post projection supposed to be clamped Both the view and projection matrices are valid (and are used to display on screen). Cheers
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- ClientBounds Problem
by JLarkin
- 6 Replies
- Last post
by JLarkin
- I'm having problems with deploys to my 360. More specifically, the resolutions that the games are displayed in. I can deploy programs fine, but when I run them, my ClientBounds don't seem to match up with the DisplayMode.Width and Height. It basically means that the resolution I'm expecting to run in runs out at about 3/4 of the screen width and height. I'm sure it's something silly I've overlooke
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- 3d rotations on different axis
by 99jonathan
- 6 Replies
- Last post
by 99jonathan
- I am currently trying to figure out the best way to represent an object that will be rotated and transformed in 3d. This is what I have so far:
Code Snippet
Vector3 Position; float CurrentSpeed = 0; Vector3 Direction; Vector3 UpDirection; The goal is to make everything compact and small. Now the problem comes up when I want to rotate the object. All I should have to do is change the
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- generate mipmaps
by supagu
- 3 Replies
- Last post
by Ralf Kornmann
- If i generate mipmaps my self, how is dx expecting them like this: |-------------|------|--| |-------------|------|--| |-------------|------| |-------------|------| |-------------| |-------------| so as a single array like: |-------------|------|--||-------------|------|--||-------------|------||-------------|------||-------------||-------------|
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- ExternalReference from custom ContentImporter
by Fenghus
- 6 Replies
- Last post
by Jon Watte
- I'm writing a custom Importer in which I have a number of references to textures. It seems I must reference the built files (xnb files) in my ContentWriter; how can I build the textures in the import-stage of the pipeline (in ContentImporter.Import()), and how do I get a reference to the built files
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- how to delete the threads?
by lifeamit
- 10 Replies
- Last post
by Shawn Hargreaves - MSFT
- please tell me that how to delete my threads (formerly threats)
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- Drawing Text
by Ion101
- 4 Replies
- Last post
by Cygon4
- ANyone have a site, or Tutorial for drawint text.(new to XNA). i have tried i few but the class they provide, have the Texture2D.FromFile, line in it, and it wont let me run it.
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- Custom processor with additinal data - Content pipeline
by DevboyX
- 4 Replies
- Last post
by BlueG
- I understand one can use the Tag property to add custom data while processing a model. Is that the only way Meaning, do I have to create a whole hierarchy of user defined classes with the Tag property as a root I though of something like deriving ModelContent but that's sealed.