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- Minimize/Restore MDI Child with DirectX problem
by OniShiro
- 4 Replies
- Last post
by OniShiro
- I managed to have an MDI child form which uses directX, it's somehow convoluted, but it works, the problem is that when I minimize the form and restore it again, I get an exception in the device.Present() call. What I'm I missing
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- Altering the Origin when using Xna
by bballmitch
- 4 Replies
- Last post
by Joel Martinez
- When I use the basic Xna game template, Microsoft sets the origin (0,0)
to the top right corner of the window. Is there a way to make the
origin the center of the screen (without translating everything I draw
400 pixels to the right and 300 pixels down)
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- Is there a list of all the XNA commands?
by Jornie
- 2 Replies
- Last post
by Jornie
- Hi
Where can I find a complete list of all the commands and functions available to XNA
Thanks
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- ExternalReference<CompiledShader> - Am I missing something?
by Johnnylightbulb
- 8 Replies
- Last post
by Shawn Hargreaves - MSFT
- I'm trying to create references to .fx files from my Content Pipeline types (my writer). When I build my level objects, I want the references to textures and effect files to be baked into the object so that you don't have to add .fx and .png files to your project, just add the file that processes into a level. (A .bsp in my case).
My problem is that I used this thread to create external referen
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- RPCs
by Will &#40;A&#4
- 1 Replies
- Last post
by Will (A)
- Hello all. I'm trying to get the gamepad ThumbSticks to controll an RPC. Although I've got XACT set up properly, I can't figure out the right C# code to use to get my XNA game studio express project to compile and run properly. Basically, at the moment I'm trying to use the SetGlobalVariable to assign the right trigger values on the pad to controll the varibale used by the RPC. However I keep bein
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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
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- Game textures are being overwritten
by A1Programmer
- 4 Replies
- Last post
by manders
- I posted this in Game Studio Express forum, and didn't get any replies. It occurred to me that I may be in the wrong forum.
I made a simple game Menu class, as well as a MenuItem class, which allows me to build simple menus by
providing 2 images for on and off state, x and y position, and an event handler. I got this working perfec
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- creating events from components?
by LtScho
- 4 Replies
- Last post
by Fluxtah
- hi i am new to XNA and pretty new to c# and programing in general and can't find a way to use custom events with game components.
currently i am writing a cusom mouse cursor component and am at the stage where i can load the cursor using the
base.Components.Add(new MouseCursor(params......));
and then i can mouse the cursor around in the game window, i want to now add funct
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- creating custom meshes for tile engine
by MessiahAndrw
- 2 Replies
- Last post
by MessiahAndrw
- How do I create a custom mesh I want my mesh to be a hexagonal plane that I can assign a texture to at render time. My game is going to use a hexagonal tile engine. The hexagonal plane mesh will be rendered with a texture (grass, road, water, etc) and 3d objects (buildings, characters) will be rendered above the tile.
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- simple NOOB question
by Anonymous565473
- 4 Replies
- Last post
by The ZMan
- To test out a game I made on XNA do I have to be a member of xna club or can I simply test it out on my computer
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- 3D VERY slow on the XBOX
by Deldy
- 14 Replies
- Last post
by Shawn Hargreaves - MSFT
- Im having a hard problem getting good FPS rates on the XBOX, everything turns around and gets alot slower. Does anyone have a solution, or reason for this
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- Direct3D for my GUI
by Digital Mind
- 4 Replies
- Last post
by Digital Mind
- Hello... I'm writing an app in native C++/win32. It has a complex GUI that I have created with bitmaps. Since it has to be very fast I'm thinking about making it using direct3d (or Directdraw). I don't want to use controls, just a window where I paint in it's client area. Do you think I can have performance increasing over GDI If so is it better to use direct3d or directdraw Thanks!
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- Anyone need music/sound design?
by cellophane
- 4 Replies
- Last post
by Brandon Bloom
- Hi! I'm an experienced musician/audio engineer and avid gamer looking for some projects to help build a portfolio. I'm especially interested in composing context sensitive music with some basic interactivity. I also have a fair bit of programming and scripting experience and knowledge of modern game engines. I specialize in Rock, Electronic, Rap, and Orchestral. Here are a few examples: Orchestral
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- problem under "less than pixel shader 1.1" environment / can't use REF ?
by tgbt
- 4 Replies
- Last post
by Jim Perry
- Hi all. I'm using poor notePC having Intel 865 Graphics Chipset. This one doesn't support pixel shader 1.1, so XNA Template(NewProjects-WindowsGame) doesn't work well. Program stopped at game.Run(). I thought that ReferenceR asterizer (SoftwareShader ) can resolv this problem. So I write below codes, but program stopped at game.Run(). Moreover, I confirmed that graphics_PreparingDeviceSettings wa
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- How to Detect Minimum System Requirements?
by omniGames
- 2 Replies
- Last post
by Jon Watte
- For the PC version of my game, I would like to be able to detect if the user's computer has the minimum system (and graphics) requirements for XNA. If they don't, I want to display a message to that effect.
In the beta versions, there was a boolean method called EnsureDevice() which worked quite well for me but that appears to no longer be in the 1.0 version. Is there an equivalent method or
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- EffecMaterialContent behavior in a custom model processor
by Japu
- 2 Replies
- Last post
by Japu
- Hi, I'm writting a custom model processor and I have some questions about it, if anyone can help me I should be grateful.
I'm using MeshBuilder to build my mesh, geometry, texture channels, normals... and this works perfectly. I'm putting my textures with 'EffectMaterialContent myMaterial = new EffectMaterialContent(); myMaterial.Textures.Add(keyname, new ExternalReference<Te
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- Responding To Graphics Device Events
by Nick Gravelyn
- 4 Replies
- Last post
by Shawn Hargreaves - MSFT
- Trying to figure out where <a href="http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1212399&SiteID=1">my problem</a> lies with recreating/resetting the graphics device and the weird effects, I began to wonder if I had tied into the proper event handlers. So I was wondering if someone could tell me if this is the correct way to set up event handlers for a custom game component
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- World to screen coordinates?
by Ringo21
- 4 Replies
- Last post
by Ringo21
- To cut a long story short, I need to obtain the screen position of a point that has been transformed by the view and projection matrices. My vector math is pretty rusty, and I am not sure how exactly to go about it. Could anyone give me a hand
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- My shadow maps work on Windows, not Xbox 360
by Brandon Bloom
- 12 Replies
- Last post
by Shawn Hargreaves - MSFT
- I'm having some problems getting my shadow maps to work on the Xbox 360, but they work great under Windows. There seems to be some weird SetRenderTarget and ResolveRenderTarget behaviors I don't really understand on the Xbox 360.
I¡¯ve got too much code to post here, so some pseudocode is at the bottom.
I realize it may be hard to help without seeing the actual code, so if more information is
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- Mesh built at runtime?
by Tito Jermaine
- 4 Replies
- Last post
by Jon Watte
- Is it possible to build a mesh at runtime I don't necessarily want to use the content pipeline to load anything. Suppose I want to randomly generate an arbitrarily sized terrain at runtime. The only way I can see of doing this now is to use a VertexBuffer. Is this correct or is there another way I've read the threads on using MSBuild to use the pipeline, but I don't want to go that route. If I w
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- Meshes not visible in Release ?
by LittleSettler
- 1 Replies
- Last post
by LittleSettler
- Hi, me again with a stupid problem with a Windows Game Project. In DEBUG mode everything is visible as it should be: - a 2d background - a lot of 3d meshes in front of the camera - some text on-screen The 2d stuff is rendered using Spritebatch, the meshes are drawn with a custom effect. I only change the depth-buffer and alphablend states during rendering, nothing fancy so far. The meshes are dr
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- Loading uncompiled assets at runtime in XNA
by kblake
- 1 Replies
- Last post
by ProfEclipse
- I am working on a game in XNA and have encountered a problem. I want people to be able to mod the game, but I would need to load image assets from .bmp files at runtime. I have not found any way to do this in the XNA documentation. How can I do it Is it even possible
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- Dynamically Creating Graphics
by DanBrink
- 1 Replies
- Last post
by DanBrink
- I'm trying to create a galaga like game (space shooter) after just finishing up a pong game. How would I go about spawning enemies
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- VB6 - Using DirectX 9 (XInput)
by Underworld795
- 1 Replies
- Last post
by The ZMan
- Hey Guys, My main problem is interfacing a xbox360 controller with VB6. I would like to use the XInput library files. However, I am confused on how I do this. I know i have to reference XInput, then import the header file, and create my own code to run the joystick. I am stuck at referenceing XInput....Any Ideas on how i might do this .... Am i doing this wrong
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- Quadtree project
by ClydeCoulter
- 14 Replies
- Last post
by Fluxtah
- I have started a Quadtree project. It can be downloaded at http://www.codeplex.com/quadtreeload
I would be interested in comments on the direction I am taking on the Quadtree DrawableGameComponent.
I have included a test program called JoshGameXNA. But, open the QuadtreeComponentLib solution and just set JoshGameXNA project as the startup project.
Excuse my C#, but I'm new to it. Any cons