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- Axiom
by max d.
- 7 Replies
- Last post
by Michael Hansen
- the Torque x engine is only a 30 trial when will there be a full version for free or will we have to fend for ourselves when it comes down to that I'm talking high quality stuff though not asteroids and pac man more like half life 2.
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- PC project -> 360 (including Game Library)
by LittleSettler
- 14 Replies
- Last post
by waruwaru
- Hello,
I just wrote a little puzzle game (Windos Game Project) and now I want
to build the 360 version of it, but I have a little problem (probably
PEBKAC *g*)
I wrote a content-processor for instanced rendering (overriding
ModelProcessor) and implemented a new ContentItem called 'Font'. It
reads the *.fnt files from AngelCode Bitmapfont Converter. Because I
want to reuse this, I put i
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- Feb 2007 DirectX download has messed up my settings
by RedKMan
- 0 Replies
- Last post
by RedKMan
- Hi,
I have just downloaded the Feb 2007 DirectX SDK, prior to this I was using the April 2007 SDK. I choose full download and selected the Redistributable option as well. The download was succesful.
I have now come to compile a Windows / DirectX application which was previously compiling error free. I noticed the Include Directories section had been wiped clean so I added the new Dir
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- problem loading model with bone animation
by akuehn
- 3 Replies
- Last post
by Shawn Hargreaves - MSFT
- I have a problem with loading a model with bone animation. I created two simple boxes with 3ds max and a simple bone animation. Then I exported this object as fbx and with the panda exporter as x file as well. When I try to load any of these models in my xna project, I get the following error:
Error 1 Building content threw ArgumentOutOfRangeException: Specified argument was out of the ran
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- How I get the skin weights?
by mastermemorex
- 6 Replies
- Last post
by Michael Nikonov
- Hey, I am trying to understand how animations works in XNA. I have
modified the content processor to get the vertex buffer of a mesh from
a model in a raw data, and I believe that it is in the vertex buffer
where the skin weights indices of each vertex for each bone is stored.
Does anyone has some clue how to get the skin weights or how they are stored in the vertex buffer
Or even bet
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- Deployment / strange Network Problem
by Berni Pi
- 14 Replies
- Last post
by MOverlund
- Hello
I have a problem with deployment of a xbox 360 game. Okay the problem seems to be the network connection, i get the message that the host (my xbox 360) cannot be reached.
I tried a PING to the IP Address of my XBox 360 and it fails. So i checked the Subnet, the IP Address, everything looks fine. And than i figured out something really strange: I started "PING -t 192.168.0.2"
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- Numeric performance on 360
by AndyL
- 14 Replies
- Last post
by Shawn Hargreaves - MSFT
- A question for the framework/VM guys...
I have ported one of my simpler benchmarks to the 360, and find that the numeric performance is running 5x slower than my 2.8GHz P4 desktop. Now I was expecting a drop in performance on the 360, allowing for the difference in CPU implementation (in order execution / branch prediction etc), but nothing like this magnitude!
The benchmark simply transform
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- The woes of boxed objects (and foreach)
by Ska Software
- 9 Replies
- Last post
by Ska Software
- Here's another post by someone who has learned everything through mistakes, not learning it right in the first place . :) I've been working on some nasty GC issues on Xbox360 for some time now, and through RPM and CLR Profiler I've started to make some sense of things, so I thought I'd let everyone in on my experience so that the next guy (or gal) with these issues can have some info. So here's th
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- Multiple Models
by svxtc
- 8 Replies
- Last post
by svxtc
- Does anyone know how to create multiple models on demand like by pressing a key or clicking the mouse. I want to be able to create a model at the exact position of the mouse when I press the spacebar. I thought that I would use an array of models to be able to create as many as I want. Wherever you see the lightbulb, that is a [ i ] for the array of models. H
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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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- XNA Asteroids game in the Channel 9 XNA launch video
by Jim Perry
- 14 Replies
- Last post
by Jim Perry
- Any idea if this is going to be released to the community It looks like it would be a blast to play.
I'd ask about the font support that was shown too, but I'm guessing that'll come in the first patch.
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- Share source code between projects
by MauriceSibrandi
- 2 Replies
- Last post
by Leaf.
- Hi, Is there a way to share source files between projects in GSE 1.0 We have now 2 projects for our game, 1 for pc, 1 for the 360, but when I add an existing pc-source file in the 360 project it makes a copy of it and doesn't use the original one. This makes it somewhat more troublesome to keep both projects up to date. Cheers, Maurice
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- RenderState declarations
by X-Tatic
- 1 Replies
- Last post
by Shawn Hargreaves - MSFT
- I was wondering if render state declarations in a HLSL effect pass work on the 360, and which states its limited to because of the lack of a fixed function pipeline
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- Where in content pipeline does volume textures fail?
by Malmer
- 14 Replies
- Last post
by Malmer
- Currently volume textures aren't supported in the Content Pipeline. So if I have a mesh that references a volume texture it will fail compiling.
So, is it just a matter of writing a custom importer for volume dds files or is it all the way through the pipeline Will ContentManager.Load<Texture3d>(...) work if I just write the importer Say it is so...it is Christmas after all :-)
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- Internet and network gaming
by RGLloyd
- 3 Replies
- Last post
by Ely
- Im still green as far as programmers go. I need to know, is there a way to get two copies of my game to communicate over a network using only C# and XNA or am I looking at integrating it with a different language.
Also for internet gaming, will I need to set up a server for my game or is there somewhere I can subscribe to (or ultimately better "FREE") where I can set up a chatroom and
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- BSP Trees, Polygon Complexity (?)
by netshade
- 6 Replies
- Last post
by waruwaru
- Hey all - I've been working on segmenting a polygon to some arbitrary complexity. When I first encountered this problem, I took in an array of Vector2[]'s, computed the centroid, and walked the outside, generating a list of polygons to draw triangle lines from the centroid to. ( I walked the outside with Bresenham's Line Algorithm ) However, this isn't really going to solve the problem for me - i
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- Animation with collision detection
by Jolly Roger Skogh
- 0 Replies
- Last post
by Jolly Roger Skogh
- Another one of those collision detection questions I guess. I have up until now used the very simple BoundingSphere to detect collision between bullets and enemies, but now I need a better way to detect this. I have searched all the internet and found very good DLL-tutorials for creating custom processors. All are really derived from this . Now the problem is I can't really import my models in tha
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- Line Of Fire
by nigliazzo
- 6 Replies
- Last post
by Inaki Ayucar
- hi!
I was wandering how to calculate an intersection between a ray and a
plane (please dont' write the equation). I want to shot an inclinated
surface and i can't use bounding boxes or bounding spheres because in
that case the bullet will disappear in air.
How can i do
sorry for my bad english :)
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- Implications of Keyboard.GetState() returning a KeyboardState structure.
by dpoon
- 3 Replies
- Last post
by Mitch Walker - MSFT
- The KeyboardState object is a C# structure - meaning that it's a value type not a reference type. Calling Keyboard.GetState() returns a copy of the KeyboardState structure. This KeyboardState structure appears to be about 32 bytes in size - determined via a call to System.Runtime.InteropServices.Mashal.SizeOf(). Is there a particular reason why KeyboardState is a structure rather than a class type
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- Ball Collison for pool/ collision
by MB-86
- 3 Replies
- Last post
by Ageel
- hi, ive been making a pool/ billards game in xna in the past weeks and i am having trouble with the collison. im currently using boundingsphere's and they work when the white ball hits but when the ball comes back at it, it stops moving.
Any Help
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- XNA losing sync when in full screen mode
by smilertoo
- 5 Replies
- Last post
by Mitch Walker - MSFT
- Hello, I'm having a problem with XNA changing the update() speed when I go to full screen mode; in window mode my fps counter returns 60 which is right, my tft runs at 60hz. The problem is that in full screen mode the fps counter shows me 75; it seems that update() is being forced to 75hz somehow, while my tft drops back to the 60hz it can handle....this results in all sprite movement becoming ver
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- Orthographic Perspective/Drawing in 2D
by Nick Gravelyn
- 7 Replies
- Last post
by Nick Gravelyn
- This should be simple, but I'm having trouble getting it to work. I sort of understand matrices. I understand them enough to use projection matrices and I have before, but for some reason I'm unable to get the right orthographic projection. All I want is an orthographic projection matrix that uses the same coordinates as the viewport so that placing a point at (0,0,0) is the top left and (screenWi
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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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- Key Pressed
by CandyMan
- 1 Replies
- Last post
by hpjchobbes
- Hello. I am trying to make a 2d platform game. Whenup key is pressed then player does a jump. I can notfigure out how to do this. I know how to check wether theupkey is down or if the upkey is up but I don't know how to check to see if the upkey was pressed and then released. Please if anyone knows the answer to this problem, please help me out. Thanks.
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- Texture showing up black?
by SnOrfus
- 5 Replies
- Last post
by Kyle_W
- I'm sure there's something simple that I'm missing but I'm just trying to texture a sphere here. If I comment out the: e.Texture = texture; e.TextureEnabled = true; I get a nicely lit green sphere, but otherwise it's just a black circle. The model was made in blender and exported to an xfile. I've tried it both with the normals flipped/not flipped and with the texture applied in blender and no