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- Spacewar failed to launch...
by M0zg
- 6 Replies
- Last post
by M0zg
- Error 1 Error code: -1 encounted when initializing FBX file loader. The file is either corrupted or it is not a valid FBX file. C:\...\Visual Studio 2005\Projects\MySpacewarWin1\MySpacewarWin1\Content\Models\p1_pencil.fbx MySpacewarWin1
corrupted :(
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- Managed DirectX much slower than OpenGL
by Jon Harrop
- 3 Replies
- Last post
by The ZMan
- I'm trying to port a trivial 85-line OpenGL demo to .NET and Managed DirectX:
http://www.ffconsultancy.com/free/bunny/
The program simply loads a mesh, does a little computation and then renders the static vertex data. The OpenGL code uses a display list and the driver is free to optimise that. In DirectX, I'm using compiled, write-only vertex and index arrays, requiring only 1 call to DrawI
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- Humorous but somewhat serious question about XNA
by redshock
- 14 Replies
- Last post
by Jim Perry
- Microsoft has claimed the Nintendo Wii as a "kids toy;" however, if XNA can produce graphics and push performance up to what the Wii is capable of handling (games like Half-Life, Sims 2 from most XNA performance claims), does that mean that XNA is a kids toy too
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- Deplacement of sprite, round to int problem...
by pitil
- 5 Replies
- Last post
by pitil
- Hello This problem make my unit deplacement strange :) i have located the problem, it is cos and sin value. Example : On the X, X = position + speed * cos but if cos < 0.5, it won't move... so it will wait cos > 0.5... so the mouvment will be not realy good... so Do i must save last cos and add it example : double lastcos=0; if cos < 0.5 lastcos += cos; if lascos > 0.5{ lastcos = 0 co
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- Character Jumping...
by TitusRevised
- 3 Replies
- Last post
by vanja-lolz
- I have a 2d sprite and I have it so you can make it walk left and right and it animates a walk as it does it. It changes to a duck sprite when it is ducking and jump sprite when it is jumping. I cannot figure out how to make it jump though. The closest i've gotten is making it go up a specified number of pixels on the Y axis but it doesn't drop back down. How do I make it jump up then drop down (a
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- HLSL grammar missing in April SDK
by Ed Phips
- 1 Replies
- Last post
by Flavious
- Sorry about posting a new thread here, but I'm hoping I can sneak in a quick one while no one is looking.
Any word on whether the grammar will be included in the next SDK I see a reference to it in the HLSL appendix, but the grammar itself seems to have fallen off the bottom of the page.
Cheers
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- Help What do I need to download so I can connect to my 360 for XNA?
by Deuce BOI
- 14 Replies
- Last post
by Stephen Styrchak - MSFT
- What do I need to download so I can connect to my 360 for XNA Do I need to download windows media connect
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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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- Q on Terrains
by DaGlow
- 9 Replies
- Last post
by Fluxtah
- I've read a bunch on working with terrains, but I've yet to run across any articles / tutorials that really go beyond the general loading of terrain--which are usually nothing more than a simple height map file.
In some of the more recent titles I've played, that are outdoor terrain based, they have what appears to be dirt paths / concrete roads / brick paths / beaten down brush pathways that c
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- 2d Platforms
by skynes
- 14 Replies
- Last post
by skynes
- I understand it'd be pretty difficult to help me with a problem with me just describing it, without seeing code so...
http://skynes.tripod.com/TheWizard.zip
There's a link to a zip file containing my XNA project and all images.
The Project so far is a mix of a couple of tutorials I found online (2d wizard and a tile engine) along with sprites I found online. I haven't made any of my own s
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- Optimizing Multi-Rendering of the Same Model
by Upplesnuffaguss
- 5 Replies
- Last post
by Sentientv2
- If i need to draw multiple game units ( ex: spaceships) in a scene ( they all have the same model ) whats the best way to do it
Lets say the spaceship model has 4 sub meshs ( engines, wings, weapons, something else )
Currently I render each model by calling a function like this for each ship:
Effect eff;
Model model;
eff.Parameters["blah"].SetValue["someValue"];
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- Free-moving camera?
by ricodued
- 12 Replies
- Last post
by ricodued
- How exactly would I go about implementing a free-moving camera I looked at the How To: Rotate and Move a Camera in the docs, but it doesn't seem to build for a 360 project. Any help or a point in the right direction
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- How I get the index array from a model?
by mastermemorex
- 2 Replies
- Last post
by mastermemorex
- I load a model from file into XNA and I want to store the
data for modifying the vertex and adding some vertices and make some other
transformations, like grouping all the small models in one single vertex buffer
and index buffer and making a basic collision detector with walls.
I have followed the issue and I found this topic
http://forums.microsoft.com/MSDN/ShowPost.as
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- Problem with running XNA-Applications
by SteveKr
- 6 Replies
- Last post
by SteveKr
- I have a problem. I can't start XNA-Applications on my second PC, although I had installed there the XNA Framework Redistributable and .Net 2.0. On my first computer (where I had installed the XNA GameStudio Express), all XNA-Applications run. (Boths PCs have the same DirectX-Version.) Perhaps I had forgotten something, but I don't know what. Thanks for any help (and sorry for my bad english). Ste
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- PlayerIndex?
by AlfonsAberg
- 5 Replies
- Last post
by AlfonsAberg
- I need some help and explaining of PlayerIndex and how to use it. this is an example of what I want to do: "for (int i = 0; i < Players.Length; i++) { if (XInputHelper.GamePads[i\].APressed) { GamePad.SetVibration(i, 1.0f, 1.0f); } }" Players is an Array of all the player objects. I want to cycle all my players and start to rumble that specific controller, but I don't know how to ea
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- Writing Text to the Screen
by SoopahMan
- 5 Replies
- Last post
by waruwaru
- The XNA Framework can't write text to the screen out-of-the-box (unless you forego all of its 2D and 3D capabilities, that is). A little group called Nuclex has put together an excellent text-rendering utility that integrates extremely well with the XNA Framework: http://www.nuclex.org/framework/fonts 1) Reference the Nuclex stuff (see the Tutorial) 2) Make an XML file and fill it with a few tags
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- Multi threading in a game (using XNA)
by Chryso
- 14 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hello. I am able to create thread and make them exchange information through common objects they know (server / each other reference) Now I would like 2 threads to update a server. Each of those threads takes for inputs a keyboard for one, a mouse for the other one. However, it seems that the thread that listens on the keyboard do not detect events from it. Seems like it is the parent thread that
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- Game Development Team
by McDunkey
- 1 Replies
- Last post
by Glenn Wilson
- Looking to get a few people together to create a Worms / Scorched Earth clone. i have people doing art.
the game will essentially be a physics game. and alot of fun physics related effects
I have coding and problem solving skills, along with audio.
ive been doing Dev now for roughly 3 years in C#. just getting started within the last month or so with XNA.
if you are interested, mail m
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- TorqueXNA
by smilertoo
- 14 Replies
- Last post
by ProfEclipse
- I had a look at the XNA version of the Torque 2d engine and noticed that it converted 4mb worth of png files into over 60mb of xna files; Is this a Torque issue or xna as its a massive increase and would make releasing any games online a virtual impossibility.
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- Where is Torque X?
by danskcarvalho
- 5 Replies
- Last post
by Jim Perry
- I readed on Garage Games site that Torque X should have been released today (November 11). Where is Torque X Someone know what's going on
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- xna level/map editor
by Vankata
- 5 Replies
- Last post
by _guyal_
- Hi, guys!
Sorry for that probably silly question, but I am somewhat new to the whole XNA stuff. Is it possible to create a tool, i.e. level/map editor with XNA My question is in fact two-fold:
1. Is it possible to load some game content (meshes, textures etc.) through the content pipeline on the fly - from your hard disk and add it to your level All examples i have found so far use only
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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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- Is there a way to get Display settings (like GetAdapterDisplayMode in D3D9)?
by Pavor
- 5 Replies
- Last post
by Pavor
- Hello!
Has anyone tried to set up fullscreen mode in D3d10
In this case window width and height values (members of
DXGI_SWAP_CHAIN_DESC structure) must be equal to the screen resolution "width" and "height".
The question is - how to find out what screen resolution is curenntly set
Please help me.
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- XAML and XNA
by Jonas Beckeman
- 6 Replies
- Last post
by slyi
- Are there any plans to provide XAML support in XNA I realize some things are probably foreign to XNA's current design (like vector support), but even a subset of its functionality would be useful.
Today, many studios use swf's (with proprietary playback engines or GameSWF) for UI and HUDs, but XAML would be perfect for that. I have some itty bitty XAML support in my own MDX engine, but it feels
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- I could use a clearer explanation of 360 garbage collection and performance monitor
by Jamie Fristrom
- 8 Replies
- Last post
by Joel Martinez
- I bet others could, too. Are the numbers and timings in this article still accurate http://blogs.msdn.com/netcfteam/archive/2006/12/22/managed-code-performance-on-xbox-360-for-xna-part-2-gc-and-tools.aspx If I understand it, if my game has 100,000 live objects (a live object is any call to new a class that still has a pointer to it, right ), then I can expect a 15 msec hitch every time the GC is r