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- IDrawable interface and a position
by Robin Theilade
- 10 Replies
- Last post
by S.
- Hello good people, I'm doing my own definition of IDrawable and IUpdatable mainly because none of them has setters in their properties. While doing an implementation of the IDrawable interface I thought that it was weird that it did not have any position property. Usually when drawing something you'd like to know where to draw it. My first thought was that the difference between the coordinate set
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- Question about changing default target drawing layer
by Imanol
- 8 Replies
- Last post
by areia
- Hi all again and thanks in advance ^^
My question is how can i change the target layer of my graphic card where the mesh (or whatever) is drawn.
Do i have to create a new GraphicsDevice or do i have just to modify it before each entity i want to draw (or something completely different)
How do i modify it if it's the case
How can i know which is the semantic for my chosen layer (in the
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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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- Putting a hole in a sprite
by Ceej100
- 11 Replies
- Last post
by DSent
- Hi all
I am currently wondering how I could put a hole through a sprite "on the fly" during gameplay, such that the background behind will show through Some sort of blending, or combination in the spritebatch class I suppose, but I havn't yet worked out how.
Any suggestions
Chris J.
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- (search) 3d prog to create/edit *.x files directly
by gonzo883
- 10 Replies
- Last post
by BASmith
- Hy @ all.
I'm searching a 3d prog to create/edit *.x files directly, without all the exporting/importing issues.
The only one I knew is MeshX, are there any others
gonzo883.
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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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- How can i use XNA for Dual Monitor
by MARTHY
- 3 Replies
- Last post
by MARTHY
- Hello there people,
I need some help on how to make a game that extend its display to secondary monitor. I mean create a game using dual monitor. Instead of using 800x600, i will use two 800x600, that means my display is 800x1200.
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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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- Viz rebuilding unnecessarily?
by Flecko1
- 9 Replies
- Last post
by waruwaru
- Ever since I moved to C# express 2005 for XNA, every project in my solution gets rebuilt every time I build, even if nothing has changed. If I build and then immediately build again without changing anything, it still rebuilds the entire project. Why is this happening, and how do I stop it If it's of any significance, this project was migrated from Visual Studio 2003. Before the conversion it was
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- Iterating through a GameComponents list?
by XenoByteZero
- 4 Replies
- Last post
by Darkside
- Ok so I have a standard list of GameComponents, and need to loop through them on the containing classes Draw and Update methods. However some of the Components in the list are DrawableGameComponents. So how do I only call the Draw method on the DrawableGameComponents that actually have a Draw method, and not the standard GameComponents that don't Is the only way to actually have 2 lists, one for D
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- 2D - Draw points on screen
by psychogeek
- 9 Replies
- Last post
by Jim Perry
- Hello, I'm experimenting with a 2D space-shooter type of game and need to implement a starfield. To that end, what is the easiest way to draw a single pixel on the screen I'd like to be able to do this using normal (positive only) display coordinates (ie: 0,0 - 1024,768). I'm not familiar with cameras/matrixes/transformations but I'm hoping I won't need all that just to do something as simple as
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- Managed DirectX10 on XP64
by Pontius
- 11 Replies
- Last post
by Pontius
- Hello, I am porting a C# app which uses DirectX from 32bit to 64bit. I downloaded the Aug 2006 SDK. I looked around and saw that in the folder: C:\WINDOWS\Microsoft.NET\DirectX for Managed Code There are many versions of the DirectX dlls, but there is only one version for x64, and that version is 2.0.0.0, which is DirectX10. I guess this is more of a request for a confirmation rather than a quest
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- 3D Particles?
by AlfonsAberg
- 3 Replies
- Last post
by Shawn Hargreaves - MSFT
- I want to create particles in 3D, where shall I start Should I create quads for each particle or is it too performance demanding I heard of something called point sprites, sounds nifty and somewhat limited, but how do I create a point sprite And please don't point me to the Mercury project, I know they exist. Cheers
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- Could C# be the future of gaming?
by QuantumMischief
- 14 Replies
- Last post
by DEBRO
- Since XNA is using C#, and is is a more intuitive language than C++, is it possible that in the future that C# will dominate, espessially in AAA titles. Could XNA be ushering a new way of programming in the main stream
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- Moving the view in 2D games
by Arkcann
- 8 Replies
- Last post
by Jeff Weber
- Hello, I'm not sure if this will make sense but hopefully it will.
Essentially I working on a 2D platformer as a way to develop a small 2D engine I'm working on that will hopefully help me when creating games in the future with XNA. The game is much like Mario, and like in Mario I need the view to follow the main character while moving non-player characters/enemies off the screen. I was wonderi
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- Delete a picture file after Bitmap.FromFile call.
by BerW
- 5 Replies
- Last post
by bcristian
- Hello,
I'm loading a bitmap from a temp file using Bitmap.FromFile. After this I want to delete the file, but get an IO exception "... this file is used by a process ...". The file is used from my C# process (found with the processexplorer), so my guess is the Bitmap.FromFile call.
How do I release the file lock to delete the file
Thanks for help.
BerW
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- Drawing Animated Sprites to the Screen
by XImplosionX
- 2 Replies
- Last post
by XImplosionX
- Hello, I'm writing an RPG-Esque creation tool. And I was wondering what the best way to draw sprites would be.
1.) Draw the sprite from a Raw .gif file.
2.) Create a series of Frames for the sprite and loop through each sprite incrimenting the frame number.
I was wondering what the best approach to this is and how to impliment it.
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- Cant Light Mesh...Help..
by GiovanniFreda
- 3 Replies
- Last post
by Pieter Germishuys
- I am trying to light a simple mesh created by calling d3dxCreateBox(); I can render the mesh without lighting and it will be white but the moment i turn lighting on it wont light... Code follows... sry for formatting... LPD3DXMESH g_Cube; LPDIRECT3DDEVICE9 InitializeDevice ( HWND han_WindowToBindTo); void DrawScene (LPDIRECT3DDEVICE9 p_dx_Device); void SetUpCamera
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- Screen shots on the Xbox 360
by Martin Johannesson
- 14 Replies
- Last post
by waruwaru
- I'm simply wondering if there is a way to somehow capture the backbuffer contents to a file on the xbox 360 and then transfer that file back to the PC I've checked the framework docs and this forum and it doesn't seem to be possible, but I'm hoping that I am wrong. :-)
A screenshot looks slightly less amateurish on a website than if I photograph my TV, even though it still looks like programmer
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- Render Target returns NaN on 360, not on PC
by Darkphibre
- 1 Replies
- Last post
by Shawn Hargreaves - MSFT
- When I deployed to the 360, I found that Vector4 textures are not supported as a render target, and that only one render target is supported at a time. I've refactored my code such that it uses four R32Fs and one render target, and this runs fine on my PC. But when deploying to the 360 I ran into another problem; GetData after GetTexture is returning completely wrong information.
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- "Kitchen Sink War" Download !!!
by ECHS BACHS
- 8 Replies
- Last post
by dczraptor
- Download "Kitchen Sink War" for the XBOX 360 and See Screenshots at ...
http://games.archor.com
This is My Second Entry into "Dream, Build, Play" ...
http://www.dreambuildplay.com
Have Fun !
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- Re-focusing XNA game window
by SouLDragooN
- 9 Replies
- Last post
by Kyle_W
- I am sure this is easy, but I am new to C# and having a hard time
re-focusing the XNA window to the front after my splash screen is done.... when the splash screen goes I
need someway to call something similar to this.focus....Help please =)..
Thanks.....
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- How do i do rigid,soft physics and particle stuff in XNA?
by reallySCarey
- 3 Replies
- Last post
by Michael Hansen
- I'm new to XNA, got the basics. Can you help
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- Runtime footprint on 360
by AndyL
- 2 Replies
- Last post
by AndyL
- How much RAM is left to play with on the 360 once the launcher and runtime has loaded
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- Custom Processors and Asset Duplication
by Montana Jones
- 8 Replies
- Last post
by Montana Jones
- This will probably be quite obvious once the answer is explained to me,
but i am using a custom model processor, whenever i use it on .x models
that are are added to the project (not just linked to but actually
copied into projects directory) i get an error that more than one asset
with that name is produced when i try to build, while if i use the
custom processor on a model that is only link