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- Creating a basic Terrain
by rusty_bone
- 11 Replies
- Last post
by Link9228
- Hi everyone!
I just downloaded game studio express and have successfully imported a mesh.
Now, I'm ready to start building my game. I've decided to try and tackle some concepts 1 at a time and then incorporate them into a game. The first concept I'm trying to tackle is creating Terrian. I've searched quite a few places, but most tutorials I find simply create a random height terrain and rend
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- 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 :(
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- Conecting my computer to Xbox 360
by Deuce BOI
- 8 Replies
- Last post
by Jim Perry
- What are the steps to do that because I typed in my conection key and everything but still it cant connect to my computer
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- Developing simultaniously on the 360 and Windows
by LaViMa
- 2 Replies
- Last post
by LaViMa
- Hi
I would like to create a new solution that can accommodate development of a game on both th 360 and Windows simultaniously. I have some ideas but they all seem tedious. What is the best way of sharing code between the two projects How would you setup the solution
Any tips will be appreciated
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- C# modulus operator % sucks?
by BeguiledFoil
- 12 Replies
- Last post
by XPM
- So in C# when I do -1%something I get -1, which means I can't really use it as an array index without a bunch of stupid error checking. Is there some way to force the modulo operator to actually give me numbers from my field (e.g 0-5 for modulo 6)
Edit: Well, I made this post at 2:00 am and it shows, here is what I have issue with:
i = (i+1) % 6 will result in numbers from 0 to 5, whic
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- DirectX 2006 confusion
by rulertbca
- 4 Replies
- Last post
by Glenn Wilson
- I have looked all over the internet for tutorials on how I should use directX SDK(dec2006) I have tryed all the samples and I can manage to get one right It is really frustrating I need some help
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- Post Processing
by Ska Software
- 4 Replies
- Last post
by Ska Software
- Hello Can anyone direct me to some post-processing tutorials I want to try to throw some effects on a 2-D game I'm working on. Thanks!
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- XNA redistributable 1.0: having trouble distributing
by Grotius
- 4 Replies
- Last post
by Grotius
- I've tried to publish my first XNA game on another PC in my house; that PC has .NET installed. I also downloaded and installed the XNA redistributable 1.0 onto that machine, but when I try to run my game's setup, I'm told that the XNA Framework 1.0.0.0 must be installed in the "Global Assembly Cache (GAC)". Now, this is a game I made in the GSE Beta 2, but the error message relates to XN
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- Drawing on only a portion of the screen (2D clipping)
by bryanedds
- 9 Replies
- Last post
by bryanedds
- I have 2D texture font that I'm drawing to the screen. I'm going to make a text box which the font can be drawn on top of. What I want to do is draw the text so that it only draws inside the text box, with any text that overhangs the text box being clipped. How can I acheive this in XNA
Another example would be having a large picture insize a smaller gui panel with a scroll bar. Adjusting the s
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- Animating Billboards Using A Single Texture
by Nick Gravelyn
- 14 Replies
- Last post
by Nick Gravelyn
- I just finished a basic billboard class that is capable of reading in multiple textures and animating. However, I would like to read in a single texture file and be able to simply change texture coordinates to change the appearance of the billboard. Now, I could recreate my VertexBuffer each frame, but that would be a lot of wasted processing. Is there a way to dynamically alter the texture coordi
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- How to detect version of D3DX installed?
by Scythen
- 12 Replies
- Last post
by The ZMan
- With the newer versions of DirectX there are several different D3DX dlls that exist. Just checking for DirectX version 9.0c is not sufficent as that version contains several revisions of the D3DX dlls. If a game ships with the April release the earlier versions of DirectX 9.0c will not work.
How can the exact installed version be determined
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- Porting ScummVM to XNA
by Thomas Mayer
- 12 Replies
- Last post
by Thomas Mayer
- Hi Guys, Let me introduce myself, seems like the polite thing to
do :) First off let me say that Microsoft has done a fantastic job with
XNA. I'm really happy with the way it works, so simple anyone can pick
it up and get something on the 360. I work as a game developer in
Australia and was one of the guys that worked on the PSP version of
ScummVM a while back. I didn't do a huge amount on th
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- Getting my application to run on someone elses computer
by Cookman
- 8 Replies
- Last post
by waruwaru
- I just tried to get my version of my program to run on another computer. The application fails to start up because it fails to find d3dx9_30.dll. The person has on there computer direct X 9c runtime installed.
So my question is how do I make my application so it can run on anyones pc who already has direct X 9 installed Will I need an installation program to ensure the person has this file Or c
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- content files not deploying
by kcchesnut
- 5 Replies
- Last post
by kcchesnut
- i've got an xbox game library with about 1600 wav files referenced by XACT. i only build this project once, because it takes something like 5 minutes.
then i've got the xbox game project which i manually add those content files (above) to in a Content subdirectory. i mark all of those files as being 'Content' and 'Copy if newer'. when i deploy to the XBox 360, it says the content files are alre
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- Viewing Pre-rendered 3D Scenes
by AdrianWoods
- 1 Replies
- Last post
by The ZMan
- Can someone tell me or even better point me to a tutorial on how adventure games like Safecracker (2006 version) allow players to scroll about a scene
I'm thinking in terms of a fixed camera in the center of the pre-rendered scene with no fish-eye. Is the whole scene essentially wrapped around a "skybox" Are the scenes exported as stills that are drawn in a kind of tiled approach
P
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- Space Dust And Particles
by Nick Gravelyn
- 6 Replies
- Last post
by Nick Gravelyn
- So one thing I wanted in my game was a way to fill the space up with dust and particles. Just little things here and there to give a sense of motion when there aren't any larger objects around. Any ideas how to go about this My one idea was simply to use billboarded textures for various sized particles but I'm not sure I could create the number I wanted. So before I went ahead with this slightly m
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- Future of DirectX
by Esenthel
- 10 Replies
- Last post
by Jim Perry
- I'm starting to get worried about DirectX, because mostly it becomes deprecated, first there was DirectPlay, and now it is the same thing for DirectInput and DirectSound, I've recently read that they are becoming deprecated in favor of XACT and XInput. Could you tell me why is this happening What will become of DirectX in the future Will be there only Direct3D, or will it disappear either
I'd l
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- How to determine type of the shader
by netie
- 2 Replies
- Last post
by Mitch Walker - MSFT
- Hi, How I can determine does the loaded effect have PixelShader or VertexShader functions Is it possible using Effect class Thank you, Mike.
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- conection timed out before reaching host
by compound
- 1 Replies
- Last post
by compound
- ok i just purchased the year membership, and i get this error when deploying spacewar, the consoles on "conect to computer" 360s ip is 192.168.0.1 and subnet 255,255,255,0 pc's ip is 192.168.0.9 and subnet 255.255.255.0 any ideas all firewalls disabled for now
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- read pixel of speficic face of cubemap in hlsl
by Ken3000
- 1 Replies
- Last post
by BLANC Guillaume
- Hi,
I would like to use gpu to convert the cubemap pixels and need to use the cubemap faces one by one as texture to do my shader. Does anyone know if i can read pixels from specific face of cubemap in shader Since I can't change the texture head in pc to set cubemap surface as texture. and in texCube(s,uvw) the uvw is the reflective vector.
Is there easy way to do it except lock the cubemap
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- boundingsphere not on centre
by evilc
- 2 Replies
- Last post
by evilc
- ok, going mad here, might be doing something wrong, i dunno i have a problem. when i display a model in my scene, i want the camera to zoom and focus in on it. all the models im displaying are imported .x files. to get the target for my camera to focus on, i use the boundingsphere property of the modelmesh. to eliminate all other coding problems i thought i may have had, i created a new project, w
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- Reasonable amount of polygons?
by NotTaken
- 3 Replies
- Last post
by The ZMan
- Lets say I make a game with only two characters visisble.
Lets say I run the game on a graphics card that cost 200% 2 years ago.
How many polygons are roughly reasnoable to get high FPS on this graphics card
Would 800 polygons per character be alot or not
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- XNA meets Physical Simulations
by plucked
- 6 Replies
- Last post
by plucked
- Hi, anyone know about using a system for physical simulation in games with xna I found the XPA project on codeplex, but there is only a uncomplete tutorial. I searched for alternatives and found and very old and not up-to-date project called ode.net (an ode wrapper).
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- using the XmlImporter w/Content Pipeline
by DavidAragornHouse
- 14 Replies
- Last post
by Rafael Mores
- I have all my game objects defined in XML files and I would like to use the Content Pipeline to load them. Looking at the available importers, it seems like the XmlImporter is the right choice, but it appears to want the XML in a certain format (a reasonable requirement). So far I haven't found any documentation on the correct way to format the file. It seems like this would use the XML serializat
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- Line Of Fire
by nigliazzo
- 6 Replies
- Last post
by Inaki Ayucar
- hi!
I was wandering how to calculate an intersection between a ray and a
plane (please dont' write the equation). I want to shot an inclinated
surface and i can't use bounding boxes or bounding spheres because in
that case the bullet will disappear in air.
How can i do
sorry for my bad english :)