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- Adding models at runtime
by BJohansson
- 5 Replies
- Last post
by BJohansson
- Hello!
My application reads information from an OPC server. Each model is a cylinder (Standard Primitives)
I have made 1 basemodel of the cylinder that i change the height and radius in runtime by scaling it.
My problem is that when the application first time gets information from the OPC server it contains only one cylinder, 2min later it could be 30cylinders. The number of cylinder
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- How to build a mesh in runtime?
by Maerius
- 6 Replies
- Last post
by Maerius
- Hello everyone! I'm rather new to the XNA as well to this Forum, so please don't neglect my tricky thinking and poor language usage abilities :D. I want to take adventages of Content Pipeline, but I'd like to simulate it's work in runtime. I tried to understand the internal mechanism using Reflector, but the code unsuprisingly overhelms me. I need to build a mesh in runtime. MeshBuilder is nice
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- Missing sprites
by fillycream
- 3 Replies
- Last post
by fillycream
- I am developing a racing game with DirectX 9.0c and VC++ 2003.NET. When I use the retail version of direct3D some of my sprites dont show up, when I switch to debug version of direct3D, all sprites appear once again. Tools >> Options >> Debugging >> DirectX is where i change from retail mode debug mode of Direct3D Why would this happen
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- Best Draw method for game level (Quake 1 in XNA)
by PerPixel
- 9 Replies
- Last post
by Jon Watte
- Does anyone can point me to right place for information on rendering my game when multiple textures are involve. I'm currently rewriting Quake 1 in XNA and I got he levels to load fine but its deadly slow. I do not use the vis yet so I render everything but its still should be pretty fast. If i render the level using only a single texture2d its pretty damn fast but for using multiple texture what
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- A noob's first game: Shape Battles (a GeoWars clone)
by Jkat98
- 9 Replies
- Last post
by Ely
- Well, I've "finished" work on my first game, which was really just a launching pad for me to experiment with XNA etc. Im quite new to game programming and have limited experience with C# (although I have exp with C and work with ASP.Net in my 9-5).
I wanted to post my source code for anyone interested in checking it out, in the hopes that other noobs like myself could gain something from it.
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- Computeing Color PackValue?
by Spyrrho
- 2 Replies
- Last post
by Spyrrho
- Does anyone know how the PackedValue propert on the Color structure is calculated
Sample:
[5769] {R:26 G:16 B:5 A:82} Microsoft.Xna.Framework.Graphics.Color A 82 byte B 5 byte G 16 byte PackedValue 1377439749 uint R 26 byte
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- Using Bitmap/JPG textures with a Z-buffer
by r3n
- 2 Replies
- Last post
by Jack Hoxley
- Before I started using a Z-buffer, I was able to render Jpeg and Bitmaps as textures; instead of using TGAs.
Using a 16-bit depth buffer, the bmp and jpg textures appear as vertical strips (hard to descrive) and some of the tga textured materials appear a little jagged round the edges.
However, using a 24-bit buffer, the tga textured materials appear nice and smooth... but, the jpg
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- Help please: GraphicsDevice in a form
by Digital Autumn
- 5 Replies
- Last post
by Michael Hansen
- I'm new to C# and Windows coding, and I'm working through some books, but I wanted to jump ahead a bit and do something interesting, have a SplitContainer panel do something using the XNA graphics engine, even just clearing to cornflower blue or something like that. I looked around to see how to do something like this, and found a few partial examples, so I tried to piece together something that w
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- XNA's use of Collections
by Aaron Leiby
- 14 Replies
- Last post
by Aaron Leiby
- XNA uses Collections for a lot of things: ModelMeshCollection, ModelEffectCollection, EffectPassCollection, ModelMeshPartCollection, etc. which results in a lot of foreach iteration in code. I recently discovered the CLR Profiler and started poking around. It appears that using foreach on these Collections results in creation of SZArrayHelper and Enumerator helper objects. Most other systems are d
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- Beginning Game Development: Part III - DirectX II - Problem with the "Using..."
by TheVisual
- 7 Replies
- Last post
by TheVisual
- Just started the Direct X Part II (Part III) tutorial, and I seem to have an odd problem. I get one error whenever I try to build the solution,
Error 1 The type or namespace name 'Device' could not be found (are you missing a using directive or an assembly reference ) C:\Documents and Settings\Doug Ross\My Documents\Visual Studio 2005\Projects\BattleTank2005\BattleTank2005\GameEngine.cs 68 17 B
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- mesh in xna
by daimaku
- 14 Replies
- Last post
by MACSkeptic
- hello, i'm making a 3d game, i have made a mesh with 3d studio max 9 and i have used the biped tool for the mesh animation, now i need to put the mesh in my game, i'm using de xna framework, i have tried to export the .3ds file to .x file format, but the .x file format result in a big square and nothing else this only happend with the animated mesh because i have exported to .x file format the sta
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- Video/Animation Playback
by Alex-MyRpg
- 14 Replies
- Last post
by NoNameHere
- Hi,
I'm currently writing a library (for XNA/DirectX) for
animation/soundless video playback, and I have a few design questions
for the pros out there if you don't mind answering them :
I'm having my animation class inherit from game component, and
update the frame depending on game time in the overriden Update method,
and render it in the overidden Draw method, but even when I preload m
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- Shared SpriteBatch as a GameService
by Nick Spacek
- 4 Replies
- Last post
by ProfEclipse
- Hi everyone, Just wondering if having a global SpriteBatch is a good idea Does calling Begin() and End() a lot make things less efficient What would happen if you Begin() in the Game.Draw before base.Draw, then End() after If you had a bunch of classes drawing sprites would that be a good way to do it :) I've found it hard to find much about GameServices, and what I had read talked about creati
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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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- Asynchrous streaming of all resources
by --David--
- 3 Replies
- Last post
by Joel Martinez
- Hi everybody!
I would like to load a really really huge world inside my game, but since it's not something procedual it would take quite a lot of memory, so i would like to be able to stream it from my disc by chunks (i don't want popping) but i don't know how to do this. Can somebody enlight me on that subject
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- Accessing the dashboard on-screen keyboard
by IG Fats
- 3 Replies
- Last post
by Jim Perry
- I'll take a stab that this will be a no for now, but is there currently any way of accessing the on-screen keyboard that's part of the dashboard on the 360 It's used in games such as Oblivion for entering player names and whatnot.
I don't need it for any project right now, but I'm toying with the idea of making a UI component at some point soon, and not having to worry about getting alphanumeri
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- I¡¯m in desperate need of direction...
by Khold
- 5 Replies
- Last post
by Darkside
- I know you guys are probably overrun with these kinds of threads, and I apologize for making another one. I did my best to look around and get as much info from the other threads as I could, but really I need a personalized response to figure out what I should do. I¡¯m 17 and am currently replying in the process of applying to my local college (game design and development), but stupid me forgot tha
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- Deployment and XML Content
by SouLDragooN
- 14 Replies
- Last post
by SouLDragooN
- I have been looking but have not found information on the deployment
process as it applies to my app. I have a Media folder in my project in
Visual Studio Express.. It has many subfolders. The texture, Shader,
and Sounds all get exported to the "deploy" folder automatically and
get deployed to the xbox.
However, here is my problem.
All my other folders custom mesh
format folder(binary)
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- Creator's Club Licensing Query
by Dave Miles
- 9 Replies
- Last post
by Jim Perry
- If I get a Creator's Club subscription on a 360 under my gamertag, and then log it onto a different 360, will I still be able to use it on the second 360
I know that this would work for arcade games and whatever (you get a license for the 360 you bought it on, and for the gamertag that purchased it), but I can't find any proper confirmation either way about CC subscriptions in the FAQs, and onl
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- I have to write an article about XNA Game Studio : user point of view needed
by damotron2000
- 5 Replies
- Last post
by damotron2000
- Hello everyone, I have to write a dossier for a french videogame monthly magazine, where I should present the "product" to the readers, most of whom are teen gamers. It's no tech article, but a "perspective" one, about what is and may become XNA. If it can spark something inside a few of our readers, and have them try game development, that will be nice. Therefore, I'd like to have an idea about X
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- MouseState.ScrollWheelValue always 0
by matob
- 8 Replies
- Last post
by Milow
- Hi, I want to use the mouse scroll wheel to zoom. In the tutorials I have tried, MouseState.ScrollWheelValue works fine, but in my own test program it always returns 0.
The main difference I can think of in my test program is that I am not using the Game class. Instead I create my own GraphicsDevice and use a standard System.Windows.Form.
Is there any initialization I have to do for MouseSta
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- Alpha Blending (deferred)?
by Nick Darnell
- 14 Replies
- Last post
by Shawn Hargreaves - MSFT
- Is there a way using the sprite batch object that you can render several rectangles, but when alpha blended, it looks like the entire object was rendered first as a single opaque image, and then that image was alpha blended, such that you would never have known it was several smaller pieces assembling the final object Instead of normally seeing each rectangle blended as it overlays another rectan
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- 3D VERY slow on the XBOX
by Deldy
- 14 Replies
- Last post
by Shawn Hargreaves - MSFT
- Im having a hard problem getting good FPS rates on the XBOX, everything turns around and gets alot slower. Does anyone have a solution, or reason for this
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- Minimize/Restore MDI Child with DirectX problem
by OniShiro
- 4 Replies
- Last post
by OniShiro
- I managed to have an MDI child form which uses directX, it's somehow convoluted, but it works, the problem is that when I minimize the form and restore it again, I get an exception in the device.Present() call. What I'm I missing
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- Find visible vertexes?
by jcsston
- 2 Replies
- Last post
by jcsston
- It is possible to find the vertexes that are visible and the pixel position in a Direct3D window I'm displaying a rotating sphere and there are locations on the sphere I would like draw text when they it is visible. Thanks, Jory