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- Source Control and "community"
by Robin Debreuil
- 5 Replies
- Last post
by Robin Debreuil
- I have a current non xna project on codeplex, which is a great resource for sharing code and 'community' building. This seems to be one of the goals of xna in the non pro versions, and these fourms show is working. But! One of the things we are really missing to get fully there is source control. It becomes much harder for groups of dispersed people to work together on a project without it. I unde
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- Minimizing and Maximizing
by A1Programmer
- 12 Replies
- Last post
by Richard Kain
- I have my application set to use the full screen. If I hit alt tab, go into another app, then alt+tab back into my game, it's solid gray, and then locks up. I wrote some simple code to check the keyboard state, and close the app if I hit escape, but that doesn't even work. I just assumed that this would all be handled for me, out of the box... Do I have to write anything myself to fix this
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- [HLSL] How to pass a value to a function?
by g0nzo
- 2 Replies
- Last post
by g0nzo
- Hi,
I'm rewriting my shader, which performs separable Gaussian blur using different kernel sizes. Right now for every kernel size I have 2 pixel shader functions and 2 techniques.
Is it possible to pass the size of the kernel to the function, so I could write only 2 functions (one for horizontal and one for vertical pass) and multiple techniques Something like this:
float4 PS_VerticalPas
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- C# directinput Forcefeedback error
by HenkeB
- 3 Replies
- Last post
by Inaki Ayucar
- Hi. I have just bought the new logitech G25 wheel. Im download the aug2006 direct SDK for my VS2005. When I start the C# example FFconst it's not working. I get the error message "No force feedback device is found". The C++ sample works fine. Will this problem in C# be fixed to the next release Best regards Henrik
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- XNA framework for non C#
by TABLO
- 14 Replies
- Last post
by DaveSmith
- One of the great advantages of the .NET framework is that developers can work on the same project in different programming languages. As I'm reading about XNA, it seems that this will not be possible with the XNA framework. Will the only programming language that has access to the XNA framework be C#
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- Getting adapter format BEFORE device creation?
by Jon Watte
- 5 Replies
- Last post
by Jon Watte
- I have a fairly simple problem. I'd like to see if the screen is wider than 1280 or not, before deciding on a 1280x720 backbuffer or a 1024x640 backbuffer. The latter will make the game (in windowed mode) work better on 1280x800 or 1280x1024 displays, which are pretty darn common these days. (Meanwhile, for Xbox, I'll just hard-code 1280x720) However, when I create the graphics device manager insi
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- Real API functions in a DX world
by Daniel-Dane
- 12 Replies
- Last post
by Daniel-Dane
- If anyone here know about the programming language GML you would know that Game Maker uses DirectX. The problem is whenever one add a real API (button for example) into it, it will get an ugly border around or if it is an edit it will get artifacts. One solution could be to create a static child window beneath to solve it. But I was thinking whether there are other ways. Maybe turn of DX or D3D in
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- Capturing the mouse
by andriscs
- 4 Replies
- Last post
by andriscs
- Hi, I control my model with mouse. The problem is that when the mouse reaches the bottom of the screen, the model stops moving. How can I capture the mouse to make the rotation infinite (while I move the mouse to one direction, the model keeps rotating) Here is the code of the current mouse control: MouseState mouseState = Mouse.GetState(); x = mouseState.X; y = mouseState.Y; if (y > previous_
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- Strange face transparancy / flickering [video]
by ChrisCow
- 3 Replies
- Last post
by ChrisCow
- I'm sure I'm doing something wrong at a very basic level but I'm just not sure what it is.
Video: http://www.minimame.com/files/WierdTiger/Tiger.html
Can someone take a look at this video and observe how you can see geometry through what should be completely opaque, especially around the tops of the legs.
There is nothing fancy here; no alpha or stenciling etc. Just plain rotating the sdk
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- Official Update
by XNA Rockstar
- 14 Replies
- Last post
by Dave Mitchell - MSFT
- Now go register!!
Actual contest details to come the week of Feb 5th
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- Content - XNA + SpriteBatch in a windows form
by Sushisource
- 7 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hey everyone, small problem here. I've managed to get XNA to run inside of a Panel in my windows form, but my problem is that I can't figure out how to load textures to sprites, since my form does not extend Game. And even when I make a game class, it still says that it can't find my image file, even though I am quite sure it is there. When I look at the debugging process further, I find that it i
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- Wave bank file is huge
by Scurvy Lobster
- 5 Replies
- Last post
by Scurvy Lobster
- Hi! I need help on compressing audio files.
Our game music is making our XNA game quite huge. How do you make XNA compress the sound and music for the game when you deploy
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- Recommendations for terrainmesh collision and physics
by Stefander
- 9 Replies
- Last post
by Stefander
- I've been enjoying myself with XNAGSE for a while now, and wanted to start actually developing something real. So I started to play around with shaders a little, looking into terrain collision algorithms, but they all use a heightmap or a bytemap for terrains. What if I modeled something with Maya, loaded it in using the DirectX model content pipeline and wanted to use that as
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- Anyone else rolling their own numerics?
by Jesse Towner
- 2 Replies
- Last post
by Bill Reiss
- Just wondering how many other people out there are finding that XNA numerical classes/structures fall a little short of their needs and therefore are writing their own For us, we needed to give our scene graph objects a coordinate frame where the rotation, scale, and translation transformation components are kept separate from one another; this is something similar to what is described in the boo
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- missing Direct3D device???
by shohom67
- 10 Replies
- Last post
by Cygon4
- Help!
I'm working on my first XNA Project: Learning how to work with 2D images/sprites. I follow the directions completely and I get this in the Main() module when it tries to access the Game1 module:
Could not find a Direct3D device that has a Direct3D9-level driver and supports pixel shader 1.1 or greater.
I tried downloading the Direct3D 9.0 SDK extras package, but it didn't help.
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- attaching gun model to camera
by sugrhigh
- 3 Replies
- Last post
by sugrhigh
- how would YOU go about this I've thought about it but can't get a working test going... ive never done a first person perspective game before so...
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- Adaptive level of detail
by selinux.es
- 2 Replies
- Last post
by selinux.es
- Hi all
I'm trying to implement LOD in a quadtree component. Now I have one problem: http://www.codeplex.com/tanksgame/WorkItem/AttachmentDownload.ashx WorkItemId=775&FileAttachmentId=322
I use one vertexbuffer with full vertex list, and three index buffers to represent high, medium and low LOD.
For example, for one quadtree node I have 81 vertices in Vertexbuffer, 128 triang
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- Is it possible for XNA go into Visual Basic?
by Tylerdx
- 4 Replies
- Last post
by Tridex
- I alway think Visual Basic is the easiest of all 5 languages(Java, Web Development, C#, C++, and Visual Basic) and I heard that XNA only work on C# and I wanted to have XNA communcate and have some commands for Visual Basic. If it exist please tell me. :-)
Please and thank you.
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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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- Multiple render targets and multisampling
by Malmer
- 6 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hi,
I have this little problem you see. I want to render to multiple render targets (I'm going for Windows only. No xbox 360). Works fine and everyone is happy and the world is a pretty place.
Until I turn on multisampling on my graphics device (PreferMultiSampling=true).
Then I get nothing (or whatever was left in the video memory). If I only use one render target it works fine. Two, not
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- Out of video memory when I have plenty (128Mb)
by JeremyAtGosub
- 11 Replies
- Last post
by BLANC Guillaume
- I've had several computers fail to create the DirectX device in full screen mode because of an "out of video memory" error. In two cases, the cards have 128Mb, and I'm sure it's not using even close to that much video memory (front buffer + 2 back buffers = 3*1440*900*4 = 14.8Mb (not even close to 128Mb). On one computer, I was able to solve the problem by lowering the DirectX quality se
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- Managed 3D API for CAD-like software
by bitbonk
- 7 Replies
- Last post
by Jon Watte
- Now that XNA is out the door and Managed DirectX is more or less a discontinued product what are you telling people that need a managed 3D API for software that is not gaming related We started to develop a CAD-like software package for house automation and used Managed DirectX. Now it looks like MDX will not see any updates in future (DirectX 10 ). We wouldn't want count on an API that is bound
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- using 'Resources'
by BadButBit
- 5 Replies
- Last post
by BadButBit
- hey,
I downloaded DirectX SDK yesterday and got to work adding sound on a new project... it works alright...
but now I want to have sound files included into the project (as opposed to having to be loaded from the hard-drive)
this works :
Microsoft.DirectX.AudioVideoPlayback. Audio DXAsteroidDestroyed = new Microsoft.DirectX.AudioVideoPlayback. Audio ( "C:\\Games\\A
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- Any "Keyboard.SetState"-like features in XNA? A simple question for a complex problem...
by Jocchan
- 5 Replies
- Last post
by Jocchan
- Hi to the MSDN community! I'm currently trying to implement a simple force feedback feature in a motion sensor-controlled Pong clone written using XNA Game Studio Express, but to do so I need to pass a simulated keypress to an external application I cannot modify (GlovePIE, an input emulator who only accepts keypress events). So, I'd need a method to set an unused key's state to "pressed" (while i
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- Quake XNA update
by PerPixel
- 9 Replies
- Last post
by Johnnylightbulb
- Since the XNA 1.0 release I have been quite busy at first trying to run stuff on my XBOX360 and then doing the jump to a fully working port of Quake (best deathmatch ever!) So after 3 week of hard part time work on this I can now see something that look not too bad =) The lightmaps still have issues but I'm quite happy of the result so far. Before starting I had a good knowledge of C# but I my C/C