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- C# Full vs. Express
by x452Alba
- 2 Replies
- Last post
by x452Alba
- I have the MS VS .NET 2005 IDE with C++ and C# installed. So before I attempt to install XNA, do I need to install C# Express Will they work in "side-by-side" mode Or will XNA work with the full MS VS .NET 2005 IDE with C#
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- Effect Textured Model Doesn't Render
by OasisGames
- 5 Replies
- Last post
by Catalin Zima
- I'm currently looking into HLSL and am using an effect file that came with Max 9 (StandardFX.fx), which has all the basic effects along with bumps (normal and parallax). When I go to draw my model with the following code: foreach (ModelMesh mesh in myModel.Meshes)
{
foreach (Effect effect in mesh.Effects)
{
effect.CurrentTechnique = effect.Techniques["Default"];
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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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- Get Semantics from a .fx file
by Monopoli
- 3 Replies
- Last post
by BLANC Guillaume
- Hi!
Is there a way to get all the semantics in a .FX file
I'm using DX9 this has to be possible also on X360 :)
Thank you!
Alex
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- Probably an easy one: I'd like a class to have its own textures.
by Ecrofirt
- 11 Replies
- Last post
by MattDavey
- I'm converting over an old project I did in GSE Beta 1 where a class (specifically, my 'background image' class) had its own Texture2D. Here's exactly how I went about loading the texture in my old Beta1 version: Vector2 location, offscreen; Texture2D bg; public Background(GraphicsDevice Device) { location = new Vector2(0,0); offscreen = new Vector2(0,480);
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- No text input in WinForm controls
by Christian Schiedermeier
- 9 Replies
- Last post
by Christian Schiedermeier
- I am putting some WinForm controls on the Game's window, like this:
protected override void Initialize()
{
// TODO: Add your initialization logic here
TextBox t = new TextBox ();
Form f = ( Form ) Form .FromHandle( this .Window.Handle);
f.Controls.Add(t);
base .Initialize();
}
This works fine for Buttons etc., but entered text does not show up in a TextBo
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- How to get XNA Game Studio for VS2005 Team Suite Edition????
by iamybj
- 14 Replies
- Last post
by wunda
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- 2D Arcade Space Shooter, Bullet firing
by DanBrink
- 3 Replies
- Last post
by Kyle_W
- I'm fairly new to C#, OOP, XNA, you name it. I am however trying to take some initiative and go ahead and make an actual game (I made a Tic-Tac-Toe game before to try out XNA). So far my ideas for this game are to have a : Player Class: Moves the player's ship, creates bullets and tells them where to go. Enemy Class: Controls the Enemy's AI and handles collision with bullets. EnemyManager Class: C
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- SpriteBatch.Draw methods not overridable?
by Luhar
- 12 Replies
- Last post
by Luhar
- I want to make a component with the same functionality as a SpriteBatch, but it automatically translates, scales, and clips everything drawn with it. I figured I could inherit from SpriteBatch and override the Draw methods, but they're not overridable. I'd be forced to shadow the Draw calls and it kind of blows my whole object-oriented, polymorphic system outta the water.
Right now I'm using co
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- 2 models on one game1.cs?
by Aguycalleddave
- 2 Replies
- Last post
by Jon Watte
- Hello, I have followed the first three starter videos for game making in 3d, and they have worked. But, I now need to know how to put a second model into my game, and then a third, etc... Here is the code from my game1.cs Some of it may be untidy, but I can fix that at a later date. I have already loaded the second model into the pipeline, but I am unsure of how to draw the second model to the scr
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- Entities: Think, Update, Create, Collide, Render -- Stumped!
by GroZZleR
- 11 Replies
- Last post
by Leaf.
- Hey all, Thanks to all of your suggestions from previous topics, I'm finally 'working on the game' sort of speak. My final (or near final) hurdle is in the controlling and creation of entities. Game entities need to be able to think (what's around me Should I get out of it's way ), update (move based on your velocity), collide (whoops I hit something), create other entities (I'm shootin' mah gun!
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- Game Component Serialization
by Rookboom
- 9 Replies
- Last post
by Mitch Walker - MSFT
- Hi I have been working on a Level Editor and have run into some problems with serializing my scene graph. Sticking with the game component idea for the moment, all the objects in my scenegraph are currently DrawableGameComponents. Using the nifty XmlSerializer class I can easily store my scene graph with all its children and load it at a later time. However, this requires every class being seriali
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- text
by CandyMan
- 1 Replies
- Last post
by TitusRevised
- Hello. My question is I do not know how to type text onto the screen. In my game I want to have the percentage of health the player has left shown on the screen in text. I don't know how to do this. If anyone can help, please do
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- Texture Tweening Using Only Textue2D(Sprites)
by Jeff Weber
- 1 Replies
- Last post
by Leaf.
- This all refers to 2D objects.
I have 2 rigid bodies connected by a hinge joint in my physics engine.
These two bodies represent a leg. The leg, physically, can bend as you would expect.
I'm trying to figure out how to texture this bending leg so that the leg sprite(s) looks like one continuous image as it bends. (Texturing the leg parts individually is not an issue)
I belive this is c
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- Using XNA for a University Project
by 2000MPH
- 9 Replies
- Last post
by 2000MPH
- Hey all, great community here with loads of great information. I have been considering using XNA for a while, just saving the money to buy a new graphics card for the moment. I'm doing a Game Development degree and have to choose a development framework to use for my next project. The two main choices I narrowed it down to are Quake III and XNA. I guess you would gravitate toward XNA but I notic
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- is there no tuts in text not video lol?
by Kane_Hart
- 9 Replies
- Last post
by Jim Perry
- is there no tuts in text not video lol I can't stand video tuts not to be mean to people who make movies there great but im a learner by reading guides. I can't find any n00bie starter guide.. Any advice would help man years ago look for adobe movie tuts never found any now all i can find xna movies no text guides.4
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- First Person Perspective
by soulmate75
- 3 Replies
- Last post
by waruwaru
- Can anyone explain how I could modify the 3D Tutorial so that I can control the spaceship from a FPS view. Currently the tutorial allows you to control the ship and move it left right etc. But how would I simulate being inside the ship I hope this makes sense.
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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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- How to fix ForceFeedback bug in C# DirectInput Samples
by Inaki Ayucar
- 2 Replies
- Last post
by arr2006
- Hi there,
This thread started here:
http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=985980&SiteID=1
but It was marked as "answered" without a clear solution. Although many people probably found a fix elsewhere, I opened a new thread because this can be useful for somebody.
Some devices, like the Logitech G25, fail to initialize Force Feedback when using the DirectInput Sa
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- how to set xbox 360 resolution?
by shinji360
- 7 Replies
- Last post
by Shinji
- Hello guys! I'm deploying my game to xbox 360. The deploy is perfect, but my game aways presented on 800x600 screen.
Graphics.PreferredBackBufferWidth value is 800 Graphics.PreferredBackBufferHeight is 600
Graphics.GraphicsDevice.DisplayMode.Width is 1360 Graphics.GraphicsDevice.DisplayMode.Height is 768 how can I to set the resolution My monitor is an AOC 19" widescreen... Thanks
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- NEWBIE ALERT
by Stricken618
- 2 Replies
- Last post
by Rick Mogstad
- Hello fellow gamers,
I am a PASSIONATE gamer and I am rather interested in going into the buisness as a designer or any other position that involves me doing what I love.
I have just bought a brand new Compaq Presario SR2050NX because my old machine was a piece of ***. One of the big reasons that I purchased this was so that I would be enabled to use the XNA software. I have it downloaded on
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- Strange effect when using translation
by milann
- 8 Replies
- Last post
by e. ogas
- I have a strange problem when I'm trying to move one model around. When the model is in the center of the camera it look okay ( http://www.marmalad.com/milan/sample1.jpg ) but when I place it away from the center (let's say to the right) the model seems to be rotating as well ( http://www.marmalad.com/milan/sample2.jpg ). I would like to ask why is this happening Why is the model rotating when I'm
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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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- input strategy
by Zoulz
- 5 Replies
- Last post
by Fluxtah
- Is getting a input device state heavy Should I only do it once per tick and save the info to some global variables that the rest of the of the program can access. Or can I use GetState() everytime I need to check the state of a input device
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- rotating in degrees
by rako77
- 4 Replies
- Last post
by Michael Morton
- I'm not very old and haven't learnt phisics or radians so how could i convert degrees in to radians so i can just use degrees to rotate my sprites. I understand radians might be easier to use if i wanted to constantly rotate my sprite but all i want to do is rotate it X degrees i found this: http://upload.wikimedia.org/math/1/6/2/162fb4bdc4be8fa862b77a4ac5ecbba6.png it might help but i don't know