-
- 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
-
- DXGI_FORMAT_R11G11B10_FLOAT format
by WolfgangEngel
- 11 Replies
- Last post
by Alexey Barkovoy
- Hi,
the DXGI_FORMAT_R11G11B10_FLOAT render target format seems to be a clear winner when it comes to HDR rendering. The question I could not find an answer in the documentation for is: is it guaranteed to support alpha blending, multi-sampling and filtering
Thanks in advance,
- Wolf
-
- Collision question, I have it working but "normal" bounce question
by detzX
- 2 Replies
- Last post
by Kris Selden
- OK, after hours or working I got pixel perfect to work. I can have any shape, any site sprites and they will collide if two pixels match up. Now, my next part is response. If I have say two blocks collide moving on the same x-axis then they actully collide on multiple spots(the whole y-axis) to to bound properly I need to bounce off the normal(average) of all the of y positions. Hard to pictures,
-
- MDX/C# GDI+'s ColorMatrix equavilent to Pixel Shader 2.0's... ?
by Grayson Peddie
- 1 Replies
- Last post
by qrli
- Hi. Would it be possible to transform colors with Pixel Shader 2.0 similar to GDI+ with C#
This is to say that if I have 2 images -- day and night image, which I blend from one image to another, which I can do that with GDI+'s ColorMatrix class. But as resolution gets bigger, so will the GDI+ that will have to redraw at a slower rate, such as a resolution of 1920x1080. Direct3D (and the deprica
-
- Packaging assets
by Kea
- 13 Replies
- Last post
by Shawn Hargreaves - MSFT
- I haven't got into using XNA as of yet, however I very much like the idea to play my games on the Xbox360 (blah blah blah). I see that the XNA team has put large amounts of effort into some asset management in XNA, that includes the XACT audio cues for like "make it possible to change the sound triggered by some event without doing it in the programming". I'm fairly deep into the process of making
-
- How do you draw text?
by Bapa
- 14 Replies
- Last post
by lordJapheth
- Since the XNA documentation is lousy, I'm gonna ask here.
How do you create text in XNA I want to use it for debugging purposes :(
-
- PC deployment problem (may be off topic)
by Johan Overbye
- 7 Replies
- Last post
by The ZMan
- I've just completed a small pc-only xna app for a research group. It's a very simple flight "simulator" in which you can use all directx-compatible gamepads/joysticks. I'm using managed directx for the input, since xna only supports the 360 pad.
The installer includes the latest directx runtime, xna framework and dotnet 2.0 framework. I've tested it on four local machines without enco
-
- Methods to check 2D rectangle collision?
by redshock
- 9 Replies
- Last post
by JP Bridges
- I enjoyed Win32's IntersectRect() before for this kind of work. Is there a similar method for 2D collision
-
- Please Help Me...
by meftah
- 1 Replies
- Last post
by Glenn Wilson
- ho to download a XNA Game Studio Express Samples
-
- Excited to start using XNA!!
by flypp3r
- 7 Replies
- Last post
by BlogusMaximus
- For over half of my grade school years and all of my college years, I've been programming. When I do it for fun, I make small little text based games, and when I do it for classes- the "businessy" applications that we all have to make. I've given actual game dev a shot by using premade engines, 2D game dev with OpenGL and DirectX, and straightup giving a go at just making an engine. BUT, everytime
-
- Rendering custom polygons
by Fiddel
- 5 Replies
- Last post
by The ZMan
- Hi all,
I'm using D3D 9, C# 1.1.
I need to render colored fill polygons. I'm recieving the polygon's coordinates from the user. The only method i know is drawing triangles. is there another one
The problem is I can't figure out what to do with complicated polygons. I don't how to calculate the triangles which will form the polygon.
Any ideas
Thanks.
-
- Show off your website and/or game!
by David Weller - MSFT
- 9 Replies
- Last post
by FraForno
- As part of our effort to reach out to the XNA community, we would like to create a special community page on the XNA Developer Center that links to YOUR site, game, or blog.
Here's what you need to do, send me (David Weller) an email (click on my name link to the left of this post for the email address) telling me:
1) Your name
2) Your contact email
3) Your website or game (or blog)
-
- Is it realistic to create one's own engine?
by Grotius
- 13 Replies
- Last post
by Micky D
- I'm not new to programming, but I'm new to game programming and C#. I'm wondering to what extent it's realistic for someone to make their own 3D (or for that matter 2D) game engine. The two projects I have in mind for myself are a turn-based 2D war/strategy game, and a 3D adventure game in the manner of "Dreamfall".
On the 2D side, I feel confident I could come up with a 2D interface on my own.
-
- Interesting problem
by Andrius Bolsaitis
- 3 Replies
- Last post
by qrli
- Hi everyone. I seem to be having an interesting problem in my test app. It should draw a circle of points (please look at the Sub below). What it does is that in debug mode it draws an ellipse (in fullscreen) and if I run it as an executible it draws a circle.
Do you know why :)
Private Sub OnBufCreate( ByVal sender As Object , ByVal e As EventArgs)
Dim buffer As VertexBuff
-
- Debug Console?
by sugrhigh
- 5 Replies
- Last post
by Salric
- I'm new to C#, XNA, and DirectX but I've been doing C++ and OpenGL for a while now so I'm not COMPLETELY new. But my question is how do i create a "debug console" in XNA (will be used on XP, not 360) By debug console I mean a command window( cmd in windows ) that outputs the information i specify while the game is running.
-
- low resolutions not working (<800x600)
by 7dust
- 7 Replies
- Last post
by Richard Kain
- Hey there all!
I wonder if someone of you has experienced the same problem like me:
I'd like to set up my game to have a resolution of 640x480 fullscreen (or even lower). When I make a new game project (or open an existing one - doesn't matter) and change the resolution to anything lower than 800x600 fullscreen a messagebox appears (while the game starts fine, but stays a black sc
-
- Is there any way to tell if a sampler has a texture attached in shaders?
by qrli
- 12 Replies
- Last post
by Frank_Booth
- Is there any way to tell if a sampler has a texture attached in shaders The default behavior is getting black when no texture attached but I want it to be some other color.
-
- PLEASE HELP! CANNOT RENDER TERRAIN AT Beginning Game Development Guide from Code4Fun
by RUNAGAMES
- 2 Replies
- Last post
by The ZMan
- THATS IT.
I run the example code from BattleTank 2005, and everything its ok, except the terrain, it is just dont being rendered.
I dont know what it is, there is no error, the screen appears with all others elements except the terrain.
Hope some one can help with this issue.
I'm using WinXP VS.NET Standar Edition DirectX SDK (December 2006) .NET framewok 2 and 3 installed C# Language
-
- WM_MOUSEWHEEL Possible Issues in Vista - Solution
by battlegoat
- 3 Replies
- Last post
by The ZMan
- I was originally going to post this as a question, but I had problems logging in (clearing the cache fixed it - thanks David). In the meantime I spent the two hours to trace and resolve the problem, so I thought I would post the information for all to see.
There is a possible issue that will affect MANY applications (games and non-games) that use the mouse wheel. My testing shows that over
-
- Trying to draw a pixel
by Arthropleura
- 14 Replies
- Last post
by jcoatney
- Hi guys. I'm working in a little experiment with colours. I created an array of colours, with 800x600 dimensions. I was able to paint the colors using spriteBatch and texture2D of 1 pixel, but the yield is terrible.
There is noway to draw a Point or a Vector2D not using SpriteBatch or textures Primitive ways to draw in screen I see something in the example project inside XNA, RetroAsteroids, b
-
- TorqueXNA
by smilertoo
- 14 Replies
- Last post
by ProfEclipse
- I had a look at the XNA version of the Torque 2d engine and noticed that it converted 4mb worth of png files into over 60mb of xna files; Is this a Torque issue or xna as its a massive increase and would make releasing any games online a virtual impossibility.
-
- lens flares
by Martin Schmidt
- 10 Replies
- Last post
by Martin Schmidt
- i have read something about lens flares. the position of the lens flare are calculated by the vector which goes from the sun until (0, 0, 0). but in many games i see the following effect:
when i look into the sun and turn left or right the lens flares are turend left or right to. do they calculate the angle between the camera direction vector and the lens flare vector and turn the lens flare ve
-
- Trying to pass a cubemap.dds to a fx shader
by Nemo Krad
- 8 Replies
- Last post
by Nemo Krad
- I have been playing with these shaders:
http://msdn.microsoft.com/library/default.asp url=/library/en-us/directx9_c/Goal_3___Environment_Mapping.asp
and I have got these shaders up and working in my engine, with the exception of 3 and 4, they light my model correctly, but they don't seem to be rendering the cube map I am giving them.
The shader manages the cubemap like this:
t
-
- Question about Custom Content Processor
by andyfraser
- 5 Replies
- Last post
by andyfraser
- Hi
I have been working on a tile engine and have my Windows based tile map editor up and running. This editor produces an XML file holding all the tile set bitmaps, a list of all the levels in the map and a list of layers on each level. I have created a custom content processor which loads this XML file, parse it and serialise it to the xnb file. I have just completed my reader and it all works
-
- On Quaternions and Vectors in 1.0
by Jon Watte
- 2 Replies
- Last post
by Paul Bleisch
- First: Congrats to the team for getting 1.0 out. It's always a mad push. Second: Is there a "release notes" document somewhere, that documents all the changes between beta 2 and 1.0 The Readme document contains almost nothing like that, and neither does the supplied help file documentation (at least that I can find). Third: I'd like to understand how the connect feedback system works. I