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- Rants on XNA 1.0
by qrli
- 14 Replies
- Last post
by qrli
- This is my first reaction when I installed and tried the 1.0 of XNA. To summarize my feeling: it's still 95% for XBox and no nearer to replace the old MDX 1.0. So I decided not to migrate from MDX to XNA though I want to do that very much. I feel like MDX 2 more; amen to MDX 2. The hardest issue for me is the content pipeline, which is very necessary, but the workflow is fixed and it assumes the c
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- Creator's Club Licensing Query
by Dave Miles
- 9 Replies
- Last post
by Jim Perry
- If I get a Creator's Club subscription on a 360 under my gamertag, and then log it onto a different 360, will I still be able to use it on the second 360
I know that this would work for arcade games and whatever (you get a license for the 360 you bought it on, and for the gamertag that purchased it), but I can't find any proper confirmation either way about CC subscriptions in the FAQs, and onl
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- Can Visual Studio 2005 create a Windows Game project(XNA) like Visual C# 2005 express
by akira32
- 11 Replies
- Last post
by akira32
- Can Visual Studio 2005 create a "Windows Game" project(XNA) like Visual C# 2005 express
How do I implement or modify some setting
And See XNA MSDN in Visual Stduio 2005's MSDN.
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- GraphicsDeviceCapabilities.TextureCaps - do these apply to RenderTargets as well as Textures?
by Cavaradossi
- 1 Replies
- Last post
by Shawn Hargreaves - MSFT
- GraphicsDeviceCapabilities.TextureCaps tells you a number of things about how the graphics card can handle textures. For example, there are 2 flags, RequiresSquareOnly and RequiresPower2 which tell you if the card needs all textures to be square and have sides that are equal to a power of 2 respectively. The documentation for the constructor for a Texture2D warns you about one (but not the other)
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- 2D animation
by Cavetroll
- 8 Replies
- Last post
by denna69
- I am trying to make some simple animation, like 5 frames. I have all the bmp files with the frames I want. How do I allow them to be animated in my game and how do I string them together.
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- Course of Action; PLEASE READ AND REPLY!!!!!!!!!!!!!!!!!!!!!!
by T2TD
- 5 Replies
- Last post
by Richard Kain
- what should my course of action be on my game i've got all the storyboarding done, what should i do next someone please map out for me, what my course of action should be. my game is going to be about a man who is stuck in prison in africa after an alledged murder that he committed, and he must escape to his freedom, from the imprisonment of being falsely accused. he will also help some of his fri
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- How to build a mesh in runtime?
by Maerius
- 6 Replies
- Last post
by Maerius
- Hello everyone! I'm rather new to the XNA as well to this Forum, so please don't neglect my tricky thinking and poor language usage abilities :D. I want to take adventages of Content Pipeline, but I'd like to simulate it's work in runtime. I tried to understand the internal mechanism using Reflector, but the code unsuprisingly overhelms me. I need to build a mesh in runtime. MeshBuilder is nice
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- Invisible Skybox
by Zulbaric
- 14 Replies
- Last post
by Zulbaric
- Hi i have used some of the code from the SkyBoxDemo tutorial to make a skybox in my game. I adapted the code to run with my game but when i debug the game i cannot see the skybox and my model following camera flips round to face the front of the model insted of the back and The Ship model turns weird colors!
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- ModelProcessor transforming verticies?
by Pocketmnky
- 7 Replies
- Last post
by Pocketmnky
- Okay, let me start off by describing what I'm trying to do: For my collision detection, I want to be able to access the verticies of my meshes to store them in octrees. Later on I will use these verticies to make simplified collision geometry (like planes, bounding spheres, bounding boxes, etc).
I've created a custom ContentProcessor for my model that sticks the ModelMeshContent.VertexData and
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- Help Please, kinda alot of questions in here
by moo10032
- 14 Replies
- Last post
by moo10032
- Hi, im a complete beginner with any kind of coding and i want to make a simple game to start learning how to code. I'm very fluent in 3ds max and want to put some use to the models i've made and put them in my own game... I want to make a simple space ship flight game. I've done the 3 tutorials for moving models but I dont really know how to apply them to my own game. heres mainly what i want; 1.
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- 360 Deployment Issues
by waheyluggage
- 9 Replies
- Last post
by SuperFreq
- Hello
I've downloaded the latest version of XNA: GSE, signed up to Creators Club, downloaded the launcher, created a key and entered it into GSE. The 360 is sitting there waiting for a PC connection but the deployment just times out.
I've checked the subnet and they're both 255,255,255,0.
It doesn't work whether it's wireless or wired.
I can't ping it from the
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- Order of DeviceLost, DeviceDisposing, DeviceCreated, DeviceReset, etc?
by Jon Watte
- 5 Replies
- Last post
by Mitch Walker - MSFT
- While the documentation documents the GraphicsDeviceManager.DeviceDisposing, GraphicsDeviceManager.DeviceCreated, and GraphicsDevice.DeviceLost and GraphicsDevice.DeviceReset events, it doesn't document when these will be invoked, and in what order. Assuming the user drags the window from one device to another, I would ASSUME I'll get the following sequence of events: GraphicsDevice.DeviceLost Gra
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- Textured Quad
by Wil Burton
- 7 Replies
- Last post
by Wil Burton
- I have a Quad class I created and it works...mostly. I want it to be textured, but it seems to use the texture of the last object rendered, my sky sphere. Here is the code:
public void Initialize() {
m_vertices = new VertexPositionNormalTexture [ 6 ];
m_vertices[0].Position = new Vector3 (100, 0, 100);
m_vertices[1].Position = new Vector3 (-100, 0, 100);
m_vertices[
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- Slowdown after refactoring
by Darkphibre
- 3 Replies
- Last post
by Jon Watte
- I'm writing a particle engine that uses HLSL to leverage GPU acceleration. Managed-only code could render around 30k particles, and I had it up to about 500k particles using 128-bit textures. But after finding out that the 360 will not supprt 128-bit textures as render targets, I broke it down to four R32F textures.
The problem is that this is now aproximately 4x slower. I thought there'd be a
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- GameComponents controlling GameComponents
by DevanDanger
- 7 Replies
- Last post
by DevanDanger
- Most XNA game examples I have seen so far load all the game components right away at the beginning of the game no matter what. I looking to setup a GameComponent (GameWorld) which the user will control to load which will subsequently load several other game entities which are inherited from the DrawableGameComponent as well, but they all controlled by the GameWorld as far as enabled/visible. This
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- SpriteCache - A custom sprite renderer to eventually replace SpriteBatch. Source & Demo inside.
by GroZZleR
- 1 Replies
- Last post
by Jeff Weber
- Hey all,
I put together SpriteCache for people interested in rolling their own SpriteBatch class. It's capable of doing almost anything SpriteBatch can do (no rotations yet), but also adds two nifty things:
Per-Sprite Shaders - I know this is possible with SpriteBatch, but it's pretty obnoxious to have to set it up every time. With SpriteCache, you just set the effect and draw as normal. It'
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- Meshes, Material and Light
by dga
- 8 Replies
- Last post
by dga
- Hi guys, i'm currently trying to get started with my first serious approach in getting something to work in XNA ;) It will be a ball game and it is called xMinton for now. Many things are done, setting up many classes and the usual stuff. While i was working there were more and more questions coming up. I was able to solve some of them on my own, some of them are those i want to ask you genius fol
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- XNA Creators Club without Xbox Live?
by Chris.Hughes.Personal
- 4 Replies
- Last post
by waruwaru
- Is it possible to subscribe to the XNA Creators Club without holding an Xbox Live subscription XNA is not just for Xbox development, it covers Windows too. And for me, running an XNA game on Xbox is secondary to obtaining access to sample games (e.g. XNA Racer) and game assets (I'm a developer, not an artist). I'm very keen to work with XNA, and I'm happy to drop $100 on it, but I'm not keen to p
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- Absolute and relative mouse movement
by Leaf.
- 14 Replies
- Last post
by JimboK
- Usually when dealing with mouse input you want the data from the mouse in two forms, one is absolute that you might use to draw a cursor or know which part of the window/screen a user has clicked on, and the other is relative where you are only interested in how much the mouse has moved. Currently, the MouseState only seems to report the mouse movement in the absolute form. This means anyone using
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- Problems putting a game on another PC
by MoP73
- 3 Replies
- Last post
by MoP73
- Hi I've searched through some threads where people have the same problem, but none of the responses I've seen seem to work for me while trying to run a game on another PC in my home. While working fine on my programming computer, the game will crash (when I try to run it on my other computer. I have done the following so far: Installed the latest version of DX9.0c on that PC Installed the .net f
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- Gamekit developming
by lotierm
- 7 Replies
- Last post
by waruwaru
- I have an idea - to make freeware game developming kit using XNA Game Studio Express , which will include all required instruments for normal game-developing like Level/word editing instruments, simple scripting language and physics included. All that included in 1 progamm using which game-developer would make his game.
I have a question - can I find here enthusiasts which can do this kind of
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- BoundingBox.Contains doesn't work after a transform?
by tango209
- 6 Replies
- Last post
by tango209
- Hi All,
I have some test code that uses BoundingBox.Contains to see if a vector lies inside the bounding box. It works fine until I transform the point vector and bounding box min/max vectors by a matrix. The coordinates look right, but the function retuns disjoint. I know I must be missing something here, but I can't figure it out.
The values after translation are:
BoundingBox.Min: 0, 0,
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- How can we edit the .wav file by using XACT
by jsang01
- 2 Replies
- Last post
by Brian MS
- Can we using XACT do a sound editting
for example like just select a period of sound in the .wav file or can we create a new .wav and edit it
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- HLSL shader debugging in PIX
by Bennu Phoenix
- 3 Replies
- Last post
by Bennu Phoenix
- Anybody tried out HLSL shader debugging in PIX (December 2006 SDK) I'm trying on the C++/DX9 Samples that ships with the SDK but cant get PIX to go into debug mode for vertex shader debugging. My repro case:
- Compile any sample in debug mode with DEBUG_VS defined for the preprocessor (I tried Anitalias, BasicHLSL, and HDRLighting)
- Start PIX
- Load the debug executable in PI
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- draw dds
by thomp89
- 4 Replies
- Last post
by Jack Hoxley
- how do i draw a dds in c#