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- DBP Submission Platform
by Joel Martinez
- 7 Replies
- Last post
by Jim Perry
- I have a question about the dbp challenge. My xbox360 has just fallen prey to the dreaded " three flashing red lights on the ring of light " issue and, I suspect, will have to be sent in for service. I'm working with support and awaiting their response, but that's not really the issue. I really really wanted my game to be cross platform such that the same code-base built for both windows
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- Getting Pixel Data from Texture2D Horizonatally
by xVxObliVioNxVx
- 3 Replies
- Last post
by xVxObliVioNxVx
- My game uses a collision detection method from the collision detection turitorial from Ziggyware.com. Basically it compares the pixel data of two spirtes to detect collision. This collision detection method has worked great with the exception of when I flip the image horizontally. And that's where my problem is.
The method gets all the pixel data from a texture and copies it into an array w
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- mp3 player
by rako77
- 2 Replies
- Last post
by Arek Bal
- I'm planing to make an mp3 player for the windows version of xna using lame or wmp(or if someone noes better ). just before i start what do you think the best method would be Do you think they will even work
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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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- How do I position the ball to the center of the screen?
by Nodoka
- 4 Replies
- Last post
by Quantumdude
- Sorry newbie question here! ^_^'
I started the tutorial in Help and I got my sprite to appear on the screen but it is in the top left corner. How do I make my sprite to appear in the center instead of the top left Any help would be much appreciated.
Thanks, Nodoka
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New question. I got my sprite to appear in the center of the screen. How do I get the sprite to move in a random dir
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- Intermittent Audio Problem
by Nicolas L
- 3 Replies
- Last post
by Nicolas L
- Hi, I've been developping a game recently and I'm having major trouble sith sound. I am pretty much using the code from the XNA Framework audio sample. So I can't imagine what's wrong with that code.
The problem is that I'm getting intermittent clips being played. Some don't even play at all when I call the Sound.Play method, some play but stop before the end on the clip, sometimes they play fu
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- VB6/DX8 CreateTexturefromResource parameters?
by Michi558315
- 4 Replies
- Last post
by Michi
- Hi ,
I want to put my textures in a resource-file in order to have one file left after compilation to make it more easy to handle. Well, I created the .res-file and put my 7 textures, which got the IDs 101-108, with "add picture" inside . I try to get a texture like shown below:
Code Snippet
'// necessary Declarations '////////////////////////////// Dim te
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- Question on CreateDIBSection
by Qing_API
- 0 Replies
- Last post
by Qing_API
- I have a problem using CreateDIBSection. Don't know if anyone can help.
I have a 16bit image to be displayed on screen with grayscale. It seems CreateDIBSection only works on 256 colors
lpbi->bmiHeader.biBitCount = 8;
lpbi->bmiHeader.biCompression = BI_RGB
, which means I have to convert the 16bit pixel to 8 bits. Although it looks fine in 256 colors.
The other way is to set
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- .Net C# Developer moving into Gaming
by ceedee
- 3 Replies
- Last post
by Pieter Germishuys
- I am a .Net Developer and wish to move into gaming. I have downloaded the latest DirectX SDK and have been trying to do some self study to get started. However I have been unable to do so. Any suggestions on how I could make a quick beginning and one with a good base. Are there any sites/books which will help me start from scratch.
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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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- .fx not working right
by annerajb
- 5 Replies
- Last post
by SOLIDBOSS
- this is my shader in rendermonkey nor in my game the model i apply this shows up i quess i has to do with the 3 matrix but i am not sure how to code the shader so it works with it uniform extern float4x4 World : WORLD; uniform extern float4x4 View : VIEW; uniform extern float4x4 Proj : PROJECTION; uniform extern texture UserTexture; struct VS_OUTPUT { float4 position : POSITION; float4 textureCo
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- Best approach for interesting project
by Gary Harper
- 1 Replies
- Last post
by Wessam Bahnassi
- I have an interesting project in mind and am here to see if I can do what I want to do with DirectSound. The desired end result is described below:
I want to be able to stream (or play) an entire 2 channel stereo wav file so that it is being heard on the front speaker outputs of a 5.1 soundcard. That's the easy part.
Part 1 - While the song is being played in real time,
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- Fullscreen Flickering on Present()
by gdtyra
- 3 Replies
- Last post
by dczraptor
- I followed the documentation for running an XNA application full screen, but I've run into a problem.
When I call graphics.GraphicsDevice.Present() (assuming "graphics" is my GraphicsDeviceManager object), it causes flickering in fullscreen mode.
If I don't call Present(), no flickering occurs, and everything seems to be displayed properly, but when I call Present(), there is white
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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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- DX Proxy Objects and other optimizations
by BOCBoss
- 1 Replies
- Last post
by BOCBoss
- Hi. This will be my first post here.
I come from a Delphi / OpenGL background.
Currently doing some development in XNA Game Studio Express.
One of the biggest problems I have is to try and translate concepts used in OpenGL to DirectX when it comes to optimization.
OpenGL Proxy Objects: Is there a similar concept of this optimization in DirectX
Display Lists: Is there
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- Performance and Garbage Collector Monitoring under Windows?
by Catalin Zima
- 14 Replies
- Last post
by Joel Martinez
- Hello
I noticed some people on the forums used the "XNA Framework Remote Performance Monitor for Xbox360" to get data about what the Garbage Collector does and other information while running the game. The documentation also mentions to debug code running on the xbox.
My question is: How do I get the same type of information under Windows Is there any tool available
I've succesf
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- How to set a texture on a model from a composite texture sheet?
by errolian
- 4 Replies
- Last post
by zxdgsadf
- Hi. Still working on my 3D playing cards class. I know how to set the textures of the front and back of the card independently now, but I don't know how I can use a single texture sheet (comprising of 52 fronts of cards and a few back face images) in this process. The BasicEffect takes a Texture2D format for the texture, and of course setting it to a single texture image is fine. But how to set th
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- Identiying which object types collide
by Flint50
- 8 Replies
- Last post
by Kalev Tait
- I'm trying to wrap my head around this one, and I don't know i this is the correct method. What I'm trying to do is identify what kind of object I've hit and call diferent methods on diferent object types.
Okay, here's an example. I got a ball moving. When it hits a speed area , it is supposed to move faster. When it hits the player , it's supposed to hurt him. The player can also hit a speed a
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- VerifyCanDraw throwing a NullReferenceException
by Flecko1
- 7 Replies
- Last post
by Joe Simmonds
- Hello, Occassionally a function called VerifyCanDraw is throwing a NullReferenceException from within DrawIndexedPrimitives - so I'm not getting any information about what's going wrong. The arguments look fine, and I've stepped through the program and found that the vertex and index buffers passed in look fine. The DirectX Debug runtime on highest output level isn't printing anything out of the o
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- Transforming a 3D position to a screen (2D) position
by Duckocide
- 3 Replies
- Last post
by redwyre
- Hi
I'm trying to transform a 3D spacial position to a 2D screen one (I'm looking to align various sprites to 3D objects rendered on the screen).
The following code kind of works although It does not align directly. I'm probably missing something somewhere. Any help/advice appreciated!
Vector3 v = Vector3 .Transform(Player.Position, ProjectionMatrix);
v = Vector3 .Transform(v, V
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- Framerate Independent Movement
by GroZZleR
- 9 Replies
- Last post
by Shawn Hargreaves - MSFT
- Hey all,
GameTime gives us ElapsedGameTime and ElapsedRealTime. I'm used to using real time for my framerate delta values to move objects - but it appears that Update() is locked at 60 frames per second. So should I be using ElapsedGameTime.TotalMilliseconds as my delta
Thanks all.
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- Blurry trail on sprite movement
by Ton vd Pol
- 8 Replies
- Last post
by Ton vd Pol
- Hi all,
I read some posts about problems with AMD processors. I am not sure my issue is caused by that because I have a different processor from the ones I read the posts about.
The issue:
I have a simple ball sprite. I create a pong-like game. When the ball moves it produces a blurry trail behind it. Like you have with comets in space. The faster the sprite moves, the longer and more not
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- Mesh built at runtime?
by Tito Jermaine
- 4 Replies
- Last post
by Jon Watte
- Is it possible to build a mesh at runtime I don't necessarily want to use the content pipeline to load anything. Suppose I want to randomly generate an arbitrarily sized terrain at runtime. The only way I can see of doing this now is to use a VertexBuffer. Is this correct or is there another way I've read the threads on using MSBuild to use the pipeline, but I don't want to go that route. If I w
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- Rants on XNA 1.0
by qrli
- 14 Replies
- Last post
by qrli
- This is my first reaction when I installed and tried the 1.0 of XNA. To summarize my feeling: it's still 95% for XBox and no nearer to replace the old MDX 1.0. So I decided not to migrate from MDX to XNA though I want to do that very much. I feel like MDX 2 more; amen to MDX 2. The hardest issue for me is the content pipeline, which is very necessary, but the workflow is fixed and it assumes the c
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- What does creators club include right now?
by Xefan
- 14 Replies
- Last post
by buster2000
- I'm a little puzzled about what the creators club actually includes, I've checked the FAQs and can't really find an answer. I have however managed to find the following: "The XNA Creators Club is available on Xbox LiveR
Marketplace for $49 (U.S.) for a four-month subscription, or $99 (U.S.)
for an annual subscription. Both subscriptions provide aspiring game
developers with access to thous