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- 3D picking with the mouse combined with a moving camera...
by NickMcCrea
- 10 Replies
- Last post
by NickMcCrea
- Hi all,
I'll get right to the point. My camera is defined using the following code...
cameraworld = Matrix .CreateTranslation(xplane, yplane, 0) * Matrix .CreateScale(zoom) * Matrix .CreateRotationZ(angle);
view = cameraworld * Matrix .CreateLookAt( new Vector3 (0, 0, 100), Vector3 .Zero, Vector3 .Up);
projection = Matrix .CreatePerspectiveFieldOfView( MathHelper .ToRadians(45
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- 2D Lines
by char1ie
- 5 Replies
- Last post
by Billr17
- I'm still a little new to this, and I was wondering if there was an easier way to draw 2D lines. I'm making a 2D shooter, and all the sample codes and tutorials I've found so far seem very complicated for just drawing a simple 2D line on the screen (for things like user-interface purposes). So the gist of it, as I understand it so far is : Create a List<Vector2> Create a VertexBuffer C
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- Ogg support in XNA?
by Srekel
- 6 Replies
- Last post
by Ryan Lamansky
- Hi I just wondered if and when there will be support for Ogg Vorbis (or wma, or something) in XNA (Xact ). Anyone know Having to use wave files for music is really not that great.
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- Vista allows What versions of DirectX?
by HighTower
- 14 Replies
- Last post
by David Weller - MSFT
- (split from http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1221168 to make a new question)
It is interesting that you say that because I am testing a VB6 app that was working fine on XP and below but now fails on Vista when it tries to create a DirectX8 object, specifically
Set oDX = new DirectX8
throws Error 429, ActiveX failed to create component.
Running in XP SP2
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- How to detect collisions with a slope ground efficiently?
by Daniel HST
- 4 Replies
- Last post
by AlfonsAberg
- How to detect collisions with a slope ground efficiently
Someone!! please help!!
Because I can¡¯t do it with the BoundingBox or the BoundingSphere.
I saw that the Intersect method can be done with a plane, but how can I create a plane that will represent my ground locally
I¡¯ve looked for it but I can¡¯t find it anywhere...
Thanks!
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- System.Data
by Lynx L. Blade
- 4 Replies
- Last post
by Lynx L. Blade
- Why is it that when I put System.Data in my using statements I get this error The type or namespace name 'Data' does not exist in the namespace 'System' I'm new to C# so I'm probably forgetting something awfully simple. Either way it is beyond me how to get this to work. All I want to do is connect to a Sql database for my window's game that I'm building in XNA and I can't seem to find similar t
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- Windows Aero changed to Windows Vista Basic
by MaxL
- 3 Replies
- Last post
by The ZMan
- I am using directX bitblt to draw images on screen. When I run it in Vista, it forces the windows to change from Windows Aero to Windows Vista Basic. Why does the Vista do that How do I fix the problem
Thanks
Max
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- Keyboard problem on Xbox 360?
by PatrickB3
- 2 Replies
- Last post
by Mitch Walker - MSFT
- Anyone else having trouble reading the control and shift keys on a keyboard connected to the Xbox 360 It seemed to work fine before. The Xbox patched a couple days ago when I entered the XNA Launcher and they don't seem to be working since.
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- D3D10: off-screen surface
by Pavor
- 9 Replies
- Last post
by Pavor
- Hello.
How to create off-screen surface in Direct3D 10 and then copy its contents to the back buffer
The way it was done in DX 9:
CreateOffscreenPlainSurface to create surface and UpdateSurface to copy image.
Could not find it in the documentation.
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- saving and loading files in XNA
by Jubber
- 4 Replies
- Last post
by Jon Watte
- Incredibly this topic does not seem to be covered in the XNA help - well it sort of is, but with sample code that doesn't compile and isn't complete - not to mention the helpfiles respond with information about save games instead of actual file handling (ie level data and so forth - the real meat and veg of file handling in a game)
So here's my question - where do I look in the xna or c# docs f
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- XBox 360 hard drive question for MS staff - semi off topic
by XNA Rockstar
- 14 Replies
- Last post
by buster2000
- With all the great new offerings out or coming soon for the 360: XBox Live Video Marketplace, XNA game creation, and the recently announced IPTV, the poor little 20GB hard drive's days look numbered.
Is MS planning to release a larger hard drive for the 360 I'm pretty sure that many people (including myself) would be very interested in one.
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- Shader problem
by Nic-Gun
- 11 Replies
- Last post
by NickMcCrea
- I was trying XNA 3D tutorial at www.thehazymind.com when i stumble some problems at tutorial 3. i did the texturequad tutorial and when i tried to run it, i got an error : Both a valid vertex shader and pixel shader (or valid effect) must be set on the device before draw operations may be performed. Any suggestion on where to go from here I'm trying to understand the basic concept of XNA's 3D en
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- XNA and future Microsoft Consoles
by Carlos Perez
- 6 Replies
- Last post
by Jim Perry
- Will future releases of XNA (v2.0, v3.0, ...) be able to deploy games into future XBox consoles
I know this question is kind of too early, but just wondering before I forget.
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- FX effect varying by time?
by Bill Reiss
- 2 Replies
- Last post
by Bill Reiss
- I have a Vertex Shader in an fx file that I created in NVIDIA FX Composer, and it contains a timer parameter as follows:
float Timer : TIME < string UIWidget = "None"; >;
I then use the Timer variable in my shader.
In FX Composer I get the result I want, with the shader varying over time. In XNA, I just get the same deformation all of the time, like the timer is set to a c
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- Sprite Rotation using Left Thumbstick?
by Jkat98
- 5 Replies
- Last post
by anistropic
- Help !
Ok, so I am a noob when it comes to game dev and C# programming. But, Im wrapping my head around things pretty steadily.
Problem Ive run into is that I want to rotate a sprite (the main player character) based on the circular motion of the Left Thumbstick. Basically, Im trying my "learning experience" type game to be a clone of Geometry Wars (seems like a pretty simple conce
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- TotalRealTime behaviour
by Stas Kravets
- 7 Replies
- Last post
by Stas Kravets
- I've used GameTime.TotalRealTime.TotalMilliseconds to access the wall clock time and it looks like it pauses when I drag the game window using mouse. Is it right and is it good :) In my case I need to keep the projectile going even in this case because my game is a network one and if the player drags the window all projectiles should fly in a synchronized manner on both PCs. I use DateTime.Now.Ti
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- 2D Collision to Windows boundaries...
by Nukie
- 3 Replies
- Last post
by frogman
- Hi there,
I'm a beginner with XNA, and for the sake of personal knowledge i'm trying to create a simple breakout clone (loving the cliche of this). Anyway, this far i'm going ok, but now I have a problem with collision detection between the ball and the windows boundaries.
I also know what is causing this problem, but I dont know how to solve it.
The code has been set up that the
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- System.Net>mail spacename problem
by marun11
- 0 Replies
- Last post
by marun11
- My question is that I cannot access namespace for System.Net.Mail. When I type in the Imports command for the name space it gets to "System.Net." and does not show the Mail. Does anyone know why it does not I have the Visual Studio 2005 standard edition installed and running Visual Basic Windows Mobile 5.0 smartphone project.
Is there something else that needs to be installed throu
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- Status of XNAExtras?
by nobodyman
- 8 Replies
- Last post
by Jim Perry
- I was bummed to hear that Gary Kacmarcik (author of XNAExtras) had left Microsoft. His blog was very interesting and informative (and still is, but ). XNAExtras is a very useful library. I see lots of opportunities to use it in my own work, but I'm hesitant to do so because I'd like to enter some of these programming contests and eventually have a commercial product. Can anyone from Microsoft
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- XNA Game Launcher On Marketplace!
by teh_programerer
- 3 Replies
- Last post
by Michael Hansen
- I noticed that the XNA Launcher is available from the XBOX Live Marketplace, however, when will the full release of XNA GSE be out
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- Displaying a Blender x exported model
by Ton vd Pol
- 3 Replies
- Last post
by zxdgsadf
- I create a simple cube in Blender. I assign a uv-mapped texture to it. I create a .x file of the model. I start the XNA tutorial on loading and displaying a model. So far everything goes as expected. The tutorial model displays fine.
I copy the model and texture to my game-dir, add the model to the content pipeline. So far, so good.
I modify the code to display my model, run the code and the
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- .xnb file size
by Bloom326984
- 7 Replies
- Last post
by Leaf.
- Hi all,
I assume I am doing something wrong with the importing of content, but I can't seem to figure this out. I have 3 .bmp images that are each around 30kb. I am importing them as Textures and using the Sprite processor. The resultant .xnb files are 250-300 kb =/ I am fairly sure the .xnb file doesn't have mipmap data in it. Any idea why these images are becoming so large
Thanks
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- camera movement prob
by Cameron Kloot
- 10 Replies
- Last post
by Cameron Kloot
- hi, i am new to this so.... i am wanting to rotate the camera view around the middle (0, 0, 0) i am currently useing this code: MouseState currentMState = Mouse.GetState(); mouseX = currentMState.X + 30.0f; mouseY = currentMState.Y + 30.0f; cameraPosition = new Vector3(mouseX, mouseY, 10000.0f); but it isnt do what i want so... thanks
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- Quaternion Tutorial
by Wil Burton
- 14 Replies
- Last post
by Grotius
- Could someone school me in using Quaternions in XNA I'd love to have a tutorial specfically for XNA. I read a tutorial that helped me to understand them a bit better, but still not sure how to plug it into the game. If you can believe it, the documentation doesn't explain it to well.
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- Render transparency with shaders
by XeviaN
- 8 Replies
- Last post
by SoopahMan
- Hi All! I'm in the beginning of shaders programming. I've two shaders that renders two meshes with some nice textures effects This is my great render queue: setEffect1 drawindexedprimitive setEffect2 drawindexedprimitive Cool. Now, i want the second drawindexedprimitive to draw the mesh at the half of opacity, over the first mesh rendered with Effect1. Have i to modify Effect2 so that it supports