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- Issue with XNA Tutorial and scrolling backgrounds
by esgargs
- 10 Replies
- Last post
by auz1111
- Greetings, I followed the second XNA tutorial, and got to creating a scrolling background for the space ship program. My problem is that as soon as I added the code from the tutorial for the scrolling background, the space ship became somewhat transparent, meaning that I am not seeing it like a solid rather a sum total of spheres and other geometries. For example, I can now see the 4 spheres on th
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- Reading embedded files
by gavin beard
- 14 Replies
- Last post
by Stephen Styrchak - MSFT
- Hi, i've added a .xml file to my xna project for windows, i've set it to be an embedded resource, how i can i them read the file n e attempt i make seems to try to read a file from the hdd or from a url
many thanks
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- Volume textures!
by Malmer
- 6 Replies
- Last post
by Malmer
- There is Texture3d, but the content pipeline doesn't support volume textures. That's great! Now the main thing I wanted to do with XNA can't be done because volume textures aren't supported.
More and more it feels as if this product should've had one more round in a beta cycle. That or they have to get XNA 1.1 out the door soon! Wonderful API, but it needs some polish.
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- rotating with the mouse
by CyberLord_Dan
- 6 Replies
- Last post
by CyberLord_Dan
- I'm having a big problem on moving vertices with the mouse. Using the Vector3.Unproject, automaticly sets the Z coordinate for a point (the distance from camera)(in my case to 7). When I set the Z coordinate of a vertex to 2, it's not on the same position on the screen as the mouse is. How do I unproject a Vector without modifying it's Z coordinate, but the Vector coordinate to look on the screen
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- How to get Angle from Thumbstick?
by AlfonsAberg
- 5 Replies
- Last post
by AlfonsAberg
- Is there a way to get the angle from the thumbsticks of a XBOX360 controller If up return 0, right 90, down 180, left 270. this is how I crudely did it: if (currentGamePadState.ThumbSticks.Right.X != 0 || currentGamePadState.ThumbSticks.Right.Y != 0) { if (projectileTime == 0) { Vector2 vel = new Vector2(400, 0); float rad = 0; if (currentGamePa
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- Looking for suggestions on protecting game assets
by Lostlogic
- 8 Replies
- Last post
by Lostlogic
- In my development I typically purchase royalty free content for meshes, music, etc. Although the content is royalty free I am bound by the terms of use to protect the content from re-use by others through reasonable means. In developing C++ based games for Windows I typically encrypt the data on the CD or in the distro and decrypt at load-time. My question here is, do you have any suggestions on h
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- Editing Textures programmatically
by SDH2007
- 2 Replies
- Last post
by SDH2007
- Is there anyway for a program to alter a texture after it's been loaded With C# forms, it's possible to call .createGraphics on a component so that you can draw lines and images, etc. on it. I was wondering if there's anything similiar for textures
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- 3D Actors and animation for games
by Animize
- 8 Replies
- Last post
by dodo502b
- Hello I am currently taking part in the XNA GSE beta, but I approach this from the content production side with focus primarily on 3D character motion and facial animation. My expertise is not coding, but intrigued by the press blitz put on by MS I took bait.
Here's what I'm thinking. I would like to test and work with those here to collaborate on a project. I can provide some characters and an
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- Color fields are read only?
by Dwayne Robinson
- 1 Replies
- Last post
by Shawn Hargreaves - MSFT
- It's oddly inconsistent with all the other trivial primitives (Vector4, Point, Quaternion...). I was trying to replace the alpha channel of a loaded texture...
original desire
GetData<Color>...
for (i ... ) {
terrainPixels[i].A = alpha from some other source
}
SetData<Color>
when the compiler surprisingly said no-can-do. That design choice may be bec
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- Collision Detection in 2D Games
by xVxObliVioNxVx
- 10 Replies
- Last post
by NineOldMen
- Hi,
So far I have figured out how to get object moving on the screen. I have also figured out how to detect colissions at the edges of the screen. However, I am having trouble figuring out how to detect the collision between two objects. Say for example, two bouncing balls in a 2D game. How can I detect the collision of this two objects I imagine it has something to do with sine and cosine
T
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- XNA Content Builder - Build you content without Game Studio!
by KleMiX
- 3 Replies
- Last post
by Michael Hansen
- I've made simple framework and app to build content without Game Studio, find it here .
Thanks to Shawn about hint how to do it and thanks RSDN Magazine about great article about how MSBuild works.
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- ContentPipeline logging/debugging
by Johnnylightbulb
- 6 Replies
- Last post
by Johnnylightbulb
- XNA Brains;
I created some code that converts a BSP file into an XNA-renderable map file. It was on the xbox360homebrew.com site. I had everything working in the code, and then I decided to port it over to the ContentPipeline. (I'm liking the pipeline more and more now).
Long story short, I've run into a few nasty bugs introduced while trying to improve my code. I've found debugging to be a
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- Programming Exercises
by ruiner333
- 7 Replies
- Last post
by Bill Reiss
- Anyone care to share a list of some games a beginner might use to progressively up their skills And I already expect to see 300 responses with pong, tetris and breakout so dont even bother with those titles.
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- Multithreading an XNA game
by Jason Petterson
- 7 Replies
- Last post
by Kyle_W
- Can anyone give me a start I've read and seen all about multithreading (presentations from Gamerfest, Gamasutra, looked at code from C#). But nothing really soaks in till you try it yourself and rewatch/reread everything. What I want to know is how to do it with XNA What do I thread and how do I thread it To test it out I wanted to build 2 programs, one single threaded and one multithreaded. Th
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- Alpha Shading hates Z Buffering
by GyCot
- 3 Replies
- Last post
by Simon bob
- I saw a few posts on the board that hinted around this subject, but i haven't seen any definitive answer so i thought i would ask one more time. Right now it appears that the Alpha Shading does not take into account Z buffering, and instead Alpha Shading is done in the order that the object is drawn (yes, my shading is set for sourceAlpha and inverseSourceAlpha.) For example, if i have a backgroun
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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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- Model texturing
by svxtc
- 6 Replies
- Last post
by Richard Kain
- Does anyone know of any sites where I can find out how to texture a model and then export that texture to be used in XNA I am new to modeling and any help would be awesome.
Thanks in advance.
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- Texturing subsets
by r3n
- 2 Replies
- Last post
by r3n
- Is it possible to render a texture to a specific mesh, or part of a mesh Would these parts of meshes be called subsets I keep reading about subsets, but not really sure how to know which is which etc. Do subsets need to be created with the model, or are they defined at runtime
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- Need assistant in volume texture
by Zulkhairi
- 5 Replies
- Last post
by Zulkhairi
- I'm still new in directx programming and quite dont understand with the volume texture. I've been learning directx programming with the example given by microsoft itself. it does quite a lot of things but lack of documentation.
Straight to the point, i dont understand this chunk of code:
{ D3DLOCKED_BOX LockedBox; hr = m_pVolumeTexture->LockBox( 0, &LockedBox, 0, 0 ); if(
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- Will the HDMI output on the revised 360 require any code changes
by CaRNaGe_46038
- 9 Replies
- Last post
by Richard Fine
- I am hoping some developers have a beta unit and can answer this question.
Thanks
And don't forget to stop by
www.lucidzombie.com
www.indygamers.com
www.Dailytech.com
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- Random number problem..
by dga
- 6 Replies
- Last post
by BlogusMaximus
- Hi,
first, i know how to use the Random-Class in C#.
I am usually using the current DateTime's milisecond-value as the seed.
Random myRand = new Random ( DateTime .Now.Millisecond)
Well. Maybe you already see the problem. As my function gets called 10 times IN a milisecond (gets called in a foreach-loop) the seed value is 10 times the some. And the Random-Class isn't really THAT Ra
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- How Do I Determine The Currently Visible Area?
by BDev13
- 13 Replies
- Last post
by Darkside
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I'm building a 3D game and currently have everything working, but I'm in the process of optimizing my framerate. The world in the game is many times larger than the screen/window.
How would I go about determining the world coordinates that are visible on the screen
Even though the objects outside of the viewport are clipped, the draw code still has to transl
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- Threaded code shows no speedup on XBox 360: More to it than Threading namespace?
by Larry OBrien
- 7 Replies
- Last post
by Larry OBrien
- I wrote some Mandelbrot code that I can divvy up into multiple threads. On my multiprocessor dev box, I get the expected speedups. Identical code on the XBox 360 shows no difference in calculation speed. Does the XNA Framework actually distribute the processing, or is it serially multitasking on a single core
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- how to delay keyboard input
by omatase
- 3 Replies
- Last post
by Gregory English
- In my text menus I want to be able to simulate the keyboard repeat rate that windows does when typing. Here is what I have tried:
elapsedMiliseconds += gameTime.ElapsedGameTime.Milliseconds;
//update only once per 1/2 second
if (elapsedMiliseconds >= 50)
{
UpdateInput();
elapsedMiliseconds = 0;
}
The UpdateInput method just acts on whatever state the keyboard
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- Cube Model
by Ninja Coder
- 1 Replies
- Last post
by Jim Perry
- I want to make a city scene.
Pretty much just need a floor (0 thickness rectangle) and boxes (or cubes which can be given any height/width/length)...
is there a way i can get those without installing maya or 3d studio max or something
they should pretty much be the easiest models ever...
for textures - i just want to use paint and repeat the model over and over...
thanks