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- Which do I learn? C# or C++
by Derrick2004x
- 3 Replies
- Last post
by Lord_Dan
- Hi my name is Derrick(17 years old Junior in Highschool) and im fairly new to this website. I have been wanting to learn how to make videogames for quite some time, and once I realized all the work that goes into it, its quite overwhelming. I began earlier learning how to use C++ but it was in book form, and it was really outdated, and showed no way how to add graphics. I
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- Moving raw data through the content pipeline...
by nop
- 4 Replies
- Last post
by nop
- I'm probably just not looking hard enough, but... How do I get raw data through the content pipe and onto the 360 in a format I can just do a File.Open on All of the data processing I need is already being done offline so I don't need the content pipeline to do anything other than copying the file across - yet, because it's not a registered content pipeline format, it just sits there and gets igno
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- BuildAndLoadAsset and its generic parameters
by noisypants
- 1 Replies
- Last post
by Shawn Hargreaves - MSFT
- I have a question about the verion of BuildAndLoadAsset shown below. public TOutput BuildAndLoadAsset<TInput, TOutput>(ExternalReference<TInput> sourceAsset, string processorName, OpaqueDataDictionary processorParameters, string importerName); Why does this one need the TInput parameter If we're passing in an importerName, isn't the output of the inporter expected to the the value p
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- How to do a screen fade?
by WilderLand
- 7 Replies
- Last post
by WilderLand
- Has anyone come up with a nice slick class that does simple fade-in and fade-out to black screen transitions I started working on one and it continues to get more complicated and was curious if anyone else had already done this. If you have are you willing to share your code, or explain how you approached it
Thanks.
Mike
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- Animation sample
by malignate
- 9 Replies
- Last post
by MikeStramba
- MS had announce an animation sample some weeks before and you just told us, that i will be released soon, but the question is, what soon means...When will you release the example. All I need are some informations how to transform the bone matrices to absolute ones to transform the mesh.
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- XACT postmortem from a sound designer
by ReneC
- 5 Replies
- Last post
by Mescalamba
- Hi all,
I¡¯m on the tail end of initial implementation of sounds
created by the XACT engine and I figured this forum deserved a little
postmortem (even though its not dead quite yet) that covered the XACT tool, the
process, and the implementation.
A quick note about who I am: My name is Rene Coronado and I work for Dallas Audio Post Group. I am an audio engineer and
so
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- Windowed rendering troubles
by fictionforever
- 5 Replies
- Last post
by windozer_
- i need to run my app in windowed mode with vertical synk,
but if i will set d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
then app work with 60-70fps, compare to my monitor refresh rate is 100fps,
if i will set D3DPRESENT_INTERVAL_DEFAULT then app work with 300fps,
but eat 100%l cpu time, how to fix this problem and get window rendering with correct framerate
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- C# Brainwrong
by djm-web
- 6 Replies
- Last post
by dokks
- How do I do this in C#
I have an ArrayList and the following code :
levelObject objtest;
objtest = ( levelObject )levelObjectList[10];
objtest.matWorld = Matrix .Identity;
I want the matWorld of the 10th element of the arraylist to change to identity when I change the objtest.matWorld.
I thought objects were references and not value types.
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- Shader states, etc? (HLSL effects not working right)
by Ben Vanik
- 14 Replies
- Last post
by Whorfin
- I'd like to call upon all the shader gurus here for some help :)
I've been experimenting with writing some of my own effects, meaning I'm a HLSL newbie, and have been using NVIDIA's FX Composer to do my work. After producing a cool (albeit simple) effect, I decided to try using it in my little model viewer. The problem is that the way it shows up through XNA is different than the way it shows u
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- Get the VID/PID from an XInput device
by Manu Evans
- 4 Replies
- Last post
by The ZMan
- Hi people, I've been banging my head against the wall for a while trying to find a way to get the VID/PID from an XInput device... There seems to be absolutely no link back to the hardware in the XInput API.. I have found code to identify a windows device as an XInput device, but that leaves me short in that I don't know which XInput device instance I am looking at (in the case I have multiple dif
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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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- VerifyCanDraw throwing a NullReferenceException
by Flecko1
- 7 Replies
- Last post
by Joe Simmonds
- Hello, Occassionally a function called VerifyCanDraw is throwing a NullReferenceException from within DrawIndexedPrimitives - so I'm not getting any information about what's going wrong. The arguments look fine, and I've stepped through the program and found that the vertex and index buffers passed in look fine. The DirectX Debug runtime on highest output level isn't printing anything out of the o
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- Anyone know any good 3D (for 2D) programming tutorials?
by denna69
- 5 Replies
- Last post
by enablerbr
- Hiya, after playing with XNA, I decided my best bet would be to delve into DirectX using c# and the SDK, I've looked at loads of tutorials regarding programming a 2D game, and mostly (and surprisingly), I understand whats going on! :)
The problem I have is that nealy all the well versed tutorials I've found for 2D in Managed DirectX are based on DirectDraw, which for most of my understanding, i
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- Post-Processing glow shader
by a.d.m
- 7 Replies
- Last post
by jsedlak
- I'm trying to get the Glow shader technique discussed in a Gamasutra article (http://www.gamasutra.com/features/20040526/james_pfv.htm) implemented in my XNA project but am struggling with certain aspects of it. The blur of the scene takes place in two separate passes, one for each axis. So when you do the horizontal blur pass, you pass it your scene which you've rendered to a RenderTarget2D. Then
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- mesh clone and dispose bug
by S.
- 4 Replies
- Last post
by The ZMan
- this is a strange one... Mesh mesh = Mesh.FromFile( "tiger.x", MeshFlags.SystemMemory, device, out materials ); Mesh newMesh = mesh.Clone( MeshFlags.Managed, mesh.VertexFormat, mesh.Device ); mesh.Dispose(); // Dispose the original newMesh.Disposed == true <--- what -- the new one is now also disposed mesh.UnmanagedComPointer and newMesh.UnmanagedComPointer are not equal what going o
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- manual texture access
by shade29450
- 6 Replies
- Last post
by shade
- I wisth to fill in floating point values in a texture, I have tried to outline the idea below. I have however not really understood the way you can access texture data, the texture is of the format D3DFMT_A32B32G32R32F, kinda miss glTexImage2D D3DLOCKED_RECT LockedRect; md_pTexture->LockRect(0,&LockedRect,NULL,0); FLOAT *pbits = (FLOAT *) LockedRect.pBits; for(int x = 0; x < md_
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- Installing managed dx on windows xp embedded
by MTclip
- 2 Replies
- Last post
by The ZMan
- I have ran into the same problem as mentioned here
http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=172017&SiteID=1
basically when trying to install directX on our windows embedded machines it the installer just flashes and says completed... but it infact has installed non of the managed directx material.. does anyone know a solution to this
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- Memory Leak?
by Trisk2
- 14 Replies
- Last post
by LegacyOfHerot
- Heya, I've been working on this 2d game for about a month and a half. A
space shooter with a ton of animations. But thats not the problem the
problem is recently as the amount of Images has increased I've noticed
that the memory usage never stops going up as the game progresses. I
know there is some kind of flaw or redundancy in the way i store
textures now since the release of beta2 and the
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- Normal Map Is Missing
by Dryden
- 3 Replies
- Last post
by The ZMan
- Hi, I'm new in xna and 3D dev, but I'm used to 3D software. When I see xna release, i was thinking than it could be a good idea to try to make my next demo reel on it. Could be really more interesting than a simple movie. So after many weeks of research about C#, XNA, Dx, I start to dev my own application. At this time, I can load my 3D model's, light, camera, make my character move, and some othe
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- Modo102
by JDHDevelopement
- 1 Replies
- Last post
by George Clingerman
- Could you use Modo202 with XNA.
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- What does creators club include right now?
by Xefan
- 14 Replies
- Last post
by buster2000
- I'm a little puzzled about what the creators club actually includes, I've checked the FAQs and can't really find an answer. I have however managed to find the following: "The XNA Creators Club is available on Xbox LiveR
Marketplace for $49 (U.S.) for a four-month subscription, or $99 (U.S.)
for an annual subscription. Both subscriptions provide aspiring game
developers with access to thous
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- A problem with SpaceWar Starter Kit
by SneakerXZ
- 4 Replies
- Last post
by SneakerXZ
- I have installed XNA Game Studio Express to my Visual C# Express, i have started a new project, but I got problem. I successful compiled it, but I don't see a cursor in the game so i can't select choice in menu and keyboard also doesn't work.
What's wrong
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- Detect mouse click on a sprite
by Gib20055
- 8 Replies
- Last post
by musicalglass
- Anybody know how to detect a mouse click on a sprite
I would guess you'd start off reading something like mouse.x and mouse.y and then iterating through all the coordinates of the sprite to see if the point clicked is in the sprites non-transparent pixels (slow)
or..
Is there a way to hit test the sprites region Since this is specifly a game dev kit, I would assume there would be a metho
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- Declaring alternative input devices
by selmer
- 5 Replies
- Last post
by selmer
- Hi to all I have been told that I can register alternative input devices to the DirectX such that a game that runs will see my input instead of the standard devices that are connected on the machine. To be more specific, I want to use a client that receives a user input (game pad, mouse etc.) from a remote machine and gives it to the Direct Input, such that the game that runs on the local machine
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- XNA Quake bin release 2
by PerPixel
- 3 Replies
- Last post
by PerPixel
- New release of my Quake port to XNA. This one as a lot of new features like player walk, weapons (axe and rl), teleports and items. I still don't have help on this so things move slow. http://perpixel.dyndns.org/~guillaume/xna_quake_release_0.02.zip Enjoy!