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- 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
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- Am i going to learn the wrong?
by error1408
- 3 Replies
- Last post
by The ZMan
- Hi,
atm i learn how to use DirectX (Managed). Today i found that XNA-Framework and now i'm kind of confused. Should i stop using DX and immediatly use XNA I want to program games AND "normal" software. Is XNA going to replace the Managed DX or is it just another Framework and i don't have to worry
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- Vista Compatibility
by Dan Lingman
- 14 Replies
- Last post
by Bill Reiss
- Looking for any hints on when a Vista version will be released.
(Note that I'm in the middle of installing the same version as everyone else is right now, but the web site says it won't be out for a bit).
I really don't want to put a third OS on my system just so I can run xna express. (I've already got Vista Ultimate 32 and 64 bit on here - starting to get crowded)
Dan
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- any limitation with 256mb 360 memory cards?
by ryan.rogers
- 3 Replies
- Last post
by Michael Klucher - MSFT
- In the XNA documentation it states:
"The largest space available on a memory unit is 52MB, so any save games must not exceed that size."
I assume this is for the current 64MB 360 memory card. So there is 12mb overhead due to formatting or other uses I assume I am hoping this 52mb limit is not "hardcoded" in the XNA code anywhere.
A 256MB unit is just around the corner
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- Full planet terrain rendering
by Jordan Roher
- 5 Replies
- Last post
by easlern
- So I've downloaded and ran the various terrain code samples and they work fine for a square area with a skybox. Here's the kicker: how would I go about extending this to render an entire planet full of terrain My goal is to recreate, as much as possible, the features of the Frontier (wikipedia.org) game we all enjoyed back in the day. To be clear, I'm just looking for the concept of how to go abou
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- 2d resets with nuclex fonts?
by sugrhigh
- 9 Replies
- Last post
by sugrhigh
- I've done the resets from Shawn Hargreaves blog and it's worked in the past, but since i moved over to the nucles font engine these dont work(even in a minimalistic demo setup). The model(s) are still skewed.... anyone have a workaround
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- Collision Detection With Bezier Curves
by Fusion1224
- 14 Replies
- Last post
by Arek Bal
- Hi, I'm currently making a small 2D game in XNA Game Studio Express. It involves a player moving around a terrain and being able to collide with it. Nearly all the graphics and settings in my game are user generated so this allows for everything to be quite customisable. For collision detection the user specifies paths made of Bezier curves which are stored in a file. The game reads this file and
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- The XNA Framework and DirectX
by Odeamus
- 3 Replies
- Last post
by Odeamus
- Hi! Do I need to at any time learn DirectX when working with the XNA Framework In other words does the XNA Framework provide everything that DirectX provides, but without writing a single line of DirectX code Thanks, O.
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- DirectX10 only on Vista?
by Chimme
- 12 Replies
- Last post
by Ralf Kornmann
- I've searched everywhere but all I can find is rumors, rumors and even more rumors.
Will the final version of directX 10 run on windows XP
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- Setting project up to be cross platform
by waheyluggage
- 11 Replies
- Last post
by waheyluggage
- Hello
Any advice on what's the best practice for setting up your game to run on both PC and Xbox Even better if there could be an included example of this.
I'd like to develop my game on the PC and only running the 360 version periodically. In the past I've set up seperate builds so I'd have a release\debug versions for PC, PS2 and Xbox1.
I've seen posts mentioning creating
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- XNA Games OUT OF THE BOX??
by Rafael Mores
- 14 Replies
- Last post
by The ZMan
- I cant make them work on a PC with just .NET 2.0 DirectX and the XNA Framework, it still needs the GSE and VC# Express, otherwise I get an error that the framework dll should have been installed into the Global Assembly Cache.
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- saving and loading files in XNA
by Jubber
- 4 Replies
- Last post
by Jon Watte
- Incredibly this topic does not seem to be covered in the XNA help - well it sort of is, but with sample code that doesn't compile and isn't complete - not to mention the helpfiles respond with information about save games instead of actual file handling (ie level data and so forth - the real meat and veg of file handling in a game)
So here's my question - where do I look in the xna or c# docs f
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- Crashing Xbox360 (Transport Issue)
by dagfari
- 4 Replies
- Last post
by Shawn Hargreaves - MSFT
- It seems when I try and load all my assets in at once, the Xbox360 hangs and the PC gets an error stating the 'XNA Transport has encountered a problem and needs to shut down'. Although my game is only 20MB, could this be a memory issue I believe it all stems around this incredibly strange build issue where I have several textures which are exactly the same size but one of the textures builds to d
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- GameComponents controlling GameComponents
by DevanDanger
- 7 Replies
- Last post
by DevanDanger
- Most XNA game examples I have seen so far load all the game components right away at the beginning of the game no matter what. I looking to setup a GameComponent (GameWorld) which the user will control to load which will subsequently load several other game entities which are inherited from the DrawableGameComponent as well, but they all controlled by the GameWorld as far as enabled/visible. This
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- Forcing GraphicsDevice creation before Game.Run
by gharen1234
- 13 Replies
- Last post
by Michael Hansen
- In order to incorporate Xna into an existing engine without a lot of ugly hacks, I need to force the GraphicsDevice to be initialised before the program loop starts (Game.Run). Can this be done Assuming this isn't possible (as seems likely), I'd need to ditch Game and handle device creation myself. This looks straight forward enough, except that it requires a handle to a window. This is no proble
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- XNA Demos Released
by dpoon
- 10 Replies
- Last post
by dpoon
- Hi All,
I've just started a new series of XNA demos on my website. So far I have 3 demos: XNA Per-Pixel Lighting Demo, XNA Normal Mapping Demo, and XNA Parallax Normal Mapping Demo.
I haven't included any pre built executables with the demos, so you'll have to build them yourself from the source provided with each demo. The demos target the Windows platform, but should run with little or no
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- How hard could it be?
by JNK83
- 7 Replies
- Last post
by Jim Perry
- I mean how hard could it be to make a First person Shooter similar to battlefield 2 What is involved Im sorry Im new at this and still have alot to learn obviously.
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- LoadContent/UnloadContent Interface
by Nick Gravelyn
- 3 Replies
- Last post
by JDPeckham
- I'm working on making a solid start to my scene manager game component, and for the nodes I want different levels of components such as an UpdateableSceneNode and DrawableSceneNode. My problem is that I can't seem to find the interface which defines LoadContent and UnloadContent. Is there such an interface And if not what is the process of properly creating these in my nodes
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- How to render alpha blended textures on a Model?
by Lostlogic
- 4 Replies
- Last post
by parlance
- I have a 3D model with a texture applied that contains alpha information to make parts of it transparent. How do I go about rendering the model with the transparency I've figured out how to render the entire model translucent but not how to make a specific material on the model translucent in accordance with the alpha values of the texture used by the specific material. Is there a way to do this
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- 360: better to Dispose() or let garbage collector clean up?
by easlern
- 4 Replies
- Last post
by mpswaim
- Hi guys- simple question. As I understand it, in XNA (C# in general ) you can Dispose() of objects or just deref them and let the GC clean them up. Which one is generally better for programming on 360 I would guess cleaning up objects when I'm sure I'm done with them would be better practice, but I don't know much about managed memory/GC scheme in compact framework, so I'd appreciate educated
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- DX9 help, strange shader z failing
by needforhint
- 3 Replies
- Last post
by Andreas Johansson
- hello,
Though I know I am posting in wring forum, but the XNA forum is closed, moved away. I tried to access the butty looking forums but even Gamertag didn't help. So please, I am just a coder who does not want to loose his dignity on Xbox pages (and who allready lost half an hour registering for nothing). Here is the problem finally. I dont know since when my application began to render a
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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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- Detecting device capabilities
by Juan Carlos Ruiz Pacheco
- 2 Replies
- Last post
by JuanK_solocodigo
- Hi. Now i'm trying to get the hardware capabilities, because one of my friend was trying to run an example that i give to him and the sample didn't work because his graphics device don't support: ' SupportsHardwareTransformAndLight' //(i saw that using MDX 1.1) So i want to modify the device creation to make it with 'GraphicsDevice.SoftwareVertexProcessing = true' but at this time i don't know
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- .X importer for XNA
by 99jonathan
- 12 Replies
- Last post
by 99jonathan
- http://www.myjavaserver.com/~jonathanf/stairs.x This .x file displays correctly in the DXviewer as a staircase. However, when loaded into xna it is merely a cube. What gives The staircase was made using XSI Mod Tool and exported using the default .x exporter. ~Jonathan
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- Need help with calculating movement
by Aistina
- 4 Replies
- Last post
by Aistina
- Hi everyone, I'm making a simple top-down shooter using the XNA framework, kinda GTA style. Your character will look to where your mouse is, and you have to use the WASD keys to move. Now, the W and the S key work fine (move towards and away from the mouse, respectively), but I can't get A and D to work. The idea is that when you press and hold A the character will move around your mouse clockwise