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- Calling Keyboard.GetState() from within thread doesn't work?
by mattjb
- 4 Replies
- Last post
by Jon Watte
- Hello All,
I'm porting a project i created for the 360 to Windows and i've run into an issue with Keyboard.GetState(). On the 360 i'm able to correctly get the GamePad state from within a thread using GamePad.GetState(), but the same thing doesn't appear to work in Windows when using Keyboard.GetState() inside a thread.
Calling GetKey() from the sample below once per game update works as exp
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- 3D racer problem (collisions)
by watty UK
- 10 Replies
- Last post
by Arek Bal
- Hi im trying to make a very very basic 3d racing game. Basically, ive spent hours trying to work out how to detect whether my rocket (the car) has left the side of the track or not. I cant work out how to properly use bounding boxes/bounding spheres in 3D and i dont understand how that would even work with a track with bends etc. Here is my source code for you to download and try and understand wh
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- Managed DirectX in C# Training Courses in UK?
by NozFx
- 3 Replies
- Last post
by The ZMan
- Hi all,
I don't want to be the next best game developer but I've always been interested in game development. I have a couple of personal (unique, I think) game design ideas that I would like to undertake using Managed DirectX. I really would love to go on a crash course for Managed DirectX in C#, especially targeting Direct3D.
I realise graphics programming and game programming as a whole i
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- DBP Submission Problems?
by ddstevens
- 1 Replies
- Last post
by ddstevens
- Is anyone else having problems updating their submission to the DreamBuildPlay contest I was able to update the screen shot files, but after I uploaded a new source zip I noticed the time stamp/file size wasn't changed. So I tried to remove the file, and upload again. Now it shows no source zip has been uploaded.
I've tried to re-upload quite a few times with no luck. I even tried different na
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- System.TypeInitialization exception.
by Butterman
- 2 Replies
- Last post
by Mitch Walker - MSFT
- Hi. Ive made a small game with XNA on my computer. It runs fine on my pc. When i try and run in on a friends computer (ive installed XNA Framework and .Net 2.0 aswell as Direct X 9 on his computer) i get a System.TypeInitialization exception. Any help
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- Default pixel shader?
by riemerg
- 4 Replies
- Last post
by Shawn Hargreaves - MSFT
- I fear I already know the answer, but is there any way to use a 'default' pixel shader This used to be done by specifying PixelShader = null; in the .fx file, but this doesn't work any longer.
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- Gamestate tutorial?
by AlfonsAberg
- 14 Replies
- Last post
by AlfonsAberg
- Hi all! I am looking for a GameState tutorial for XNA. I searched this forum and found a nice tutorial on the subject. ( http://www.kalme.de/index.php option=com_content&task=category§ionid=4&id=14&Itemid=26 ) Except that it's not using the XNA framework so there is alot of stuff in the tutorial that is already taken care of in XNA. If there is a tutorial about how to handle ga
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- Can someone point me to a thread that will tell me how to add collision detection to my game?
by Link9228
- 4 Replies
- Last post
by AlfonsAberg
- I know tons of threads exist, but I looked through a few of them, and they didn't really help me to learn how to start a collision detection code. Thanks
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- GameComponentCollection instances
by Daniel Tang
- 2 Replies
- Last post
by Daniel Tang
- I was reading Eli's post on basic game engine structure , and he talks about declaring objects that represent different game screens. Each screen is supposed to be responsible for their own GameComponentCollection, but GameComponentCollection is a sealed class with an internal constructor. I realize that it wouldn't be terribly hard to duplicate the class (and by realize, I mean think), but I was
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- Reloading the same content
by Bloom326984
- 5 Replies
- Last post
by Bloom
- I am having an issue reloading the same content. I load a Texture2D for the first time, and everything is ok. I dispose that Texture2D and load different data into the same variable, and everything is ok. I dispose the 2nd Texture2D data and reload the 1st data into the same variable, and the Texture2D.IsDisposed value is true. This happens whenever I attempt to reload a Texture2D after having dis
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- DirectX8 and Vista Compatibility
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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- don't find designer view with sample project on not beta version
by Burvelle
- 2 Replies
- Last post
by Jim Perry
- Hi
It's my first install of XNA (then I don't install the beta), and I start a new project with the starter kit sample. But when the project open the game1.cs is open on code mode and not on design mode. and unfortunatly this mode is not present.
Can you please explain if this mode will be present. and if yes, explain me how activate it into my Visual C# express.
may thanks
Jean-luc
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- Help with Managed DirectPlay Lobby Client/Launcher
by visitorq
- 4 Replies
- Last post
by The ZMan
- Can someone help me with the following managed DirectPlay code for lobby launching Age of Empires II
Microsoft::DirectX::DirectPlay::Lobby::Client^ connection = gcnew Microsoft::DirectX::DirectPlay::Lobby::Client; Microsoft::DirectX::DirectPlay::Lobby::ConnectInformation^ ci = gcnew Microsoft::DirectX::DirectPlay::Lobby::ConnectInformation;
ci->GuidApplication = *(gcnew Guid("FB69
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- Native Direct3D or MDX or XNA?
by Endless258
- 10 Replies
- Last post
by mseare
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I'm in the process of choosing 3D dev platform for a non-game desktop application. I've decided to use Direct3D (not OpenGL) because the application will be developed with C# 2005. I prefer to use C# instead of C++ Direct3D if possible. But I'm very confused of which is the right direction.
Basically, the application renders 3D objects in a window and allows manipulation of those
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- pop up box? in game
by sham_huss
- 4 Replies
- Last post
by George Clingerman
- Hi newbie problem, i am trying to create a few options for the player to choose from like: 10 x 10 = 100 10x10 = 1000 10x10 = 10
i was going to do this as images as i cannot think of a better way of showing on screen is there an easier way then if the person clicks on a certain versinity like x = >10 it will display a message if wrong box selected explaining the answer how can i do this c
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- Texture Mapping Using 3ds Max for XNA Studio Express?
by Lincbarr
- 4 Replies
- Last post
by Lincbarr
- I am using 3ds Max 9.0 64-bit to create models for XNA Studio Express. I use the following process:
1. I create the model and apply texture in 3ds Max.
2. In 3ds Max I "Render to Texture" to creat a .tga texture file.
3. In 3ds Max the .tga file is shown in the Asset Tracking screen under "Maps / Shaders".
4. I "Export" the model to .fbx
5. I add the .f
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- Function pointers and calli opcode
by Bekas
- 6 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hi, Is the 'calli' IL opcode supported by the Xbox360 .NET framework (for calling managed function pointers) Will I be able to get a pointer for a managed function (with 'ldftn') and call it using 'calli'
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- Look like almost real
by CyberLord_Dan
- 5 Replies
- Last post
by CyberLord_Dan
- How is this effect made: (original here: link ). It looks very real. In games this is how it looks a screenshoot : (u can see that it isn't real). So... how do I make it look this image (render) like the first one. Is an effect or something like this Both were captured durring the cinematics of area 51.
Pls any help!!!
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- XAudio <--> XACT API?
by Joel Martinez
- 3 Replies
- Last post
by Shawn Hargreaves - MSFT
- So I've gone through the various multi-threading presentations from the GameFest downloads trying to understand how best to structure my game. All is well so far, the concepts map over to the managed world pretty easy ... and I've even gotten myself a creator's club sub, so I'll get to try all this on the 360 shortly. One recurring thing that I noticed in the "Case studies" of existing/s
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- error directX plugin
by David9
- 8 Replies
- Last post
by Bob2unlimited
- Hi! I'm programming a game and I have a problem when I try to install the exporter plugin in Maya 7. I follow the instructions to install the plugin correctly and in Maya when I go to plugin manager I check D3DExport.mll and then a messagebox appears and says:
error x3539: ps_1_x is not supported in this version of the compiler
memory(125,23): IDˇ¤DXEffectCompiler::CompileEffect: there was
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- Graph shader?
by NotTaken
- 7 Replies
- Last post
by BLANC Guillaume
- I am trying to draw the FPS in a graph.
For that I want to pass the shader effect a 1D texture, but it isnt very simple.
I understand I need to use a sampler
Does the steps of passing and using a 1D texture (or sampler) similar to those of passing and using a 2D texture Or do I need to do it differently
For a 2D texture I have the SetTexture method for an effect, but I dont have the eq
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- Need XNA on a WinForm?
by redshock
- 6 Replies
- Last post
by DoomGoober
- I was able to create this in a WinForm with my previous knowledge on MDX. Most of it was basically the same process, aka writing an initialization method, and a render method. The compilation is much faster than XNA Game Studio Express - roughly only 4 seconds as opposed to 30-40 seconds. Anyway, enjoy... just include the Microsoft.Xna references. I wish there was a code block to put this cod
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- HOWTO: The fastest way to update shader parameters?
by Psycho Potato
- 6 Replies
- Last post
by Jon Watte
- Good day all, I'm new to HLSL/XNA and C#, and here's a rather silly question for y'all. Taking "Effect.fx" that came with the XNA documentation, I see the following "global" declarations:
uniform extern float4x4 WorldViewProj : WORLDVIEWPROJECTION; uniform extern texture UserTexture;
... and say if I were to add one CurrentTime variable for animation, it'll look some
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- please take new forum posts over to http://creators.xna.com
by David Weller - MSFT
- 14 Replies
- Last post
by Mike36
- Very soon, these forums will no longer permit new posts. The XNA team has moved their forum support over to the new XNA.com site, including the new site for community discussions and headlines, http://creators.xna.com .
We apologize in advance if this creates an inconvenience, but we are very excited about the new opportunities this will offer to our entire community.
We look forward to seei
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- Reflecting Sprites
by TitusRevised
- 1 Replies
- Last post
by hpjchobbes
- Ok so I have a character sprite facing to right for example, but I don't want to have to photoshop it to make it draw it facing to left so my character looks normal when he walks left and right. How can draw the sprite reflected I hope someone understands what im trying to say..