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- By the numbers - why so big?
by r2d2-proton
- 14 Replies
- Last post
by Lima Beans
- My content, using JPG's, is roughly 14.4 MB.
However, the XNB version is roughly 515 MB.
About 38 times bigger than the original.
Is this normal What steps do I need to take to reduce the size of this
I'm just begining with my development but if I can't augment this behavior of the Framework I'll have to serverly strip down my game.
Maybe, I'll have to replace Content<T> altog
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- Help with moving towards a given point
by 445
- 4 Replies
- Last post
by jbizzler
- I'm kinda new to this whole XNA C# programming stuff so sorry if this is an insanely easy question. I have recently tried to play around with some physics for a 2-d game that I am making. I tried to make an object go towards a point that the mouse clicks on. Here the code i used:
private void PointPhysics( Vector2 pos, Vector2 force)
{
totalpos = (Position - pos);
mulpos.X
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- Data passed in vertexdecleration never arrives at vertex shader
by ThomasAG
- 6 Replies
- Last post
by ThomasAG
- I have a custom vertex format with position, normal, texturecoordinate and noise1, noise2, noise3, noise4 which are all a single float.
It worked fine untill I tried passing data in the noise. No mater what i set in my vertices, the vertexshader aparently received uninitialized data. noise1 is always 1 and the others are always 0.
The vertex elements are declared as
vertexElements = new
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- Garbage Collecting
by T2TD
- 4 Replies
- Last post
by Dan Lingman
- Does anyone know a good method of garbage collecting for my game. Im just starting out, and im really just collecting all of my information right now, so i know what im up against going into this thing, so if you could give me a few pointers, its appreciated.
God Bless
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- Texture creation fails on XBox 360
by Cygon4
- 14 Replies
- Last post
by Kyle0654
- Can someone tell me why the following piece of code won't work on the XBox 360 I don't have an XBox 360 myself (and it will be at least 6 more months before I plan to afford one), so I can't test this at home. If anyone could tell me what's needed to make this snippet working, I'd be very happy :) // Look up the maximum texture size supported by the device Point textureResolution = new Point
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- ID3DX10Mesh setting an undefined IA topology randomly at start of app.
by Jack Hoxley
- 2 Replies
- Last post
by Jack Hoxley
- Morning all,
I've been observing some strange behaviour that appears to trace back to ID3DX10Mesh, the fact it's randomly reproducible is worrying me a bit...
There is no obvious visual errors - I get the image rendered exactly as I expected it to be.
I'm rendering the Stanford Bunny (note: large mesh = 32bit IB & lots of data) and for one or more initial frames the DrawSubset() call
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- Creators Club
by Remmie
- 1 Replies
- Last post
by David Weller - MSFT
- Can anyone tell me whether a Creators club membership is bound to a player account, to an xbox live account or to a xbox console. Do you have to buy multiple memberships if you want to use it on multiple consoles
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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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- Multiuser games?
by jackline
- 14 Replies
- Last post
by Dodger_
- Just curious... but has anyone used XNA/C# to develop MOG's or even MMOG's
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- math.sin output error?
by Fhrosty
- 2 Replies
- Last post
by Fhrosty
- Sorry to be asking such an obvious question, but I did a search and couldn't find this topic previously discussed. I'm having a problem where I seem to be getting the wrong value from the Math.Sin(x) function. The lack of search results on the subject would leave me to believe that there's not a bug in the software, so it must be something on my end. I'm trying to use sin to determine an object's
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- Using a resource file (resx)
by DeadlyEvilRyu
- 8 Replies
- Last post
by papadi
- I want to use a resx file to call all of my game content and resources (sound, images, sprites,ect...). How do you call the resx file in you classes and how do you let the classes know what files you want to use
Thanks ahead of time.
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- 2d map
by Rob McGill
- 3 Replies
- Last post
by Rob McGill
- Hey, I have been using c# for a couple years now and im interested in doing some game programming. I am just looking for some advice on 2d graphics.
I would like to know how I would create a 2d terrain using a tileset, and how to import it into XNA.
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- Easy question - refer to base variable from a component
by LamptonWorm
- 4 Replies
- Last post
by LamptonWorm
- Hi, I know I'm going to kick myself when I see how to do this... but hey here goes - if I set up a public variable in my main game class, how do I view/use it from inside a component I'm using the default Component code from doing a new>GameComponent btw. I figured I'd just be able to do game.myVariable or similar, but I can't get the component to know anything about variables or methods in th
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- Can My Video Card Handle DirectX 10?
by &#126;Enigma&#
- 1 Replies
- Last post
by Chris Zamanillo
- First of all sorry about this thread there was no better on for this question. Anyways, I'm using Windows XP Home SP2, runs like a charm, and I'm wonder if my video card (nVideo GeForce 7800 GEOC 256mb AGP 8x slot) can work with DirectX 10
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- I cannot deploy to my XBox 360, have searched.
by Llorean
- 7 Replies
- Last post
by Peter D.
- I've searched around, and haven't found a solution to this problem that works. Both
computer and 360 are on the same subnet, wired to the router. In fact,
the XBox 360 works fine as a media center extender for that PC, so I
know that to some extent they can communicate across the network. I
cannot ping the X360 from the PC (I get timeouts) and I cannot deploy
XNA program (the X360 sits at the
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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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- problems creating a triangle strip for a terrain section
by Fluxtah
- 13 Replies
- Last post
by Fluxtah
- Hi
I am having a few problems creating an index buffer for a triangle strip for a terrain section.
I have a section similar to the following. 0 - 1 - 2
| / | / |
3 - 4 - 5
| / | / |
6 - 7 - 8
I define my triangle strip using the following indices also with one degenerate triangle, I have bolded it so it stands out better.
0, 3, 1, 4, 2, 5, 5, 3 , 3, 6, 4, 7, 5, 8
My first que
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- XNA games running very slow
by nild
- 3 Replies
- Last post
by hpjchobbes
- Hello everyone, i've seen a demonstration about XNA on Microsoft BigDays 2007 in Austria and now i've wantet do try this out. I've coded the Going Beyond Demo and looked the learning videos. Everything looks good, except of one: the game runs VERY VERY VERY slow! and i don't know why, because my computer is not sooo bad: Core 2 Duo 2,4ghz 2gb corsair ram sapphire radeon x1950 pro asus p5b e-plus s
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- Some beginner questions.
by eldrige
- 0 Replies
- Last post
by eldrige
- To program a 3D games/applications, I use at the moment DarkBasic Pro. DBPro is very easy but I am missing some .NET
benefits (for working in the firm, I use VB.NET). So I need following informations:
- What 3D formats are supported by XNA.
- Can I manipulate vertex (for example move vertex) by modells
Thanks very much for your answers.
les
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- DreamBuildPlay is up!!!
by XNA Rockstar
- 14 Replies
- Last post
by Dave Mitchell - MSFT
- Now go register!!
Actual contest details to come the week of Feb 5th
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- Problem with content .x files on build.
by Dr.9
- 5 Replies
- Last post
by Shawn Hargreaves - MSFT
- I have a small xna application working. I can load an .X file, render multiple of them -great. Now adding another .X file (created identically, added the same way -[existing file, content] It throws up errors on the build. Is there some kind of caching taking place, or a pre-build action I should be doing Searching for the .x model name it shows up in both the ContentPipeline.xml file WITH TWO EN
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- Error: The graphics card does not support mipmap textures
by Justin573416
- 2 Replies
- Last post
by Justin
- I hope I'm in the right forum, and I apologize if this question has been asked before. I've tried searching for an answer to this question but so far have turned up nothing. Here's my problem: I've downloaded XNA and tried to do a tutorial. The tutorial starts with creating SpaceWar from a template. When I run it without any modifications I get the error
The graphics card does not support m
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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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- XNA with VertexBuffers only? (No loading content)
by Tito Jermaine
- 5 Replies
- Last post
by Jon Watte
- I'm trying to create just a simple test app that draws some triangles on the screen. I don't want to load any models, just use a VertexBuffer and IndexBuffer right now. I load the buffers and set them on the GraphicsDevice. When I call DrawIndexedPrimitives, I get the following error:
"Both a valid vertex shader and pixel shader (or valid effect) must be set on the devic
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- XNA with Visual Studio 2005 Team System
by daniel.ef
- 2 Replies
- Last post
by Fluxtah
- Hello, My
question is: Can I install XNA Game Studio Express without any problems
on Windows XP SP2 that have already installed Visual Studio 2005 Team
System. I noticed that I need to install Visual Studio 2005 C# Express
Edition... but then I need to uninstall Visual Studio 2005. I want to
have Visual Studio 2005 Team System installed.