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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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- Unprojecting screen coordinates
by Simon bob
- 3 Replies
- Last post
by Quantumdude
- Hi. I'm trying to do picking on a terrain. I have found the depth value of the mouse coordinate, and try to use Viewport.Unproject with the mouse coordinate and depth value as my vector. This gives me values that are very close to the eye-point no matter where I click. I solved the issue by finding the intersection points with the near and far plane, and then innterpolating between them with the f
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- file dependencies within content pipeline
by SorcererXIII
- 2 Replies
- Last post
by SorcererXIII
- Hopefully this is easy. I wrote a custom Material Processor that gets its material attributes from a separate XML file. The problem is I don't know how to tell the compiler to rebuild my models once the XML file has changed. I tried clicking everywhere I could think of, and didn't see anything that would allow me to set up this dependency.
Life is about knowing where to click. Please, someo
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- Directx SDK Turtorial1 Device Error DeviceExeption
by GrindingItOut
- 7 Replies
- Last post
by GrindingItOut
- I am having an issue with the new Device statement as follows:
device = new Device (0, DeviceType .Hardware, this , CreateFlags .SoftwareVertexProcessing, presentParams);
I get the following error in the catch ( DirectXException )
Microsoft.DirectX.Direct3D.InvalidCallException was caught
Message="Error in the application."
Source="Microsoft.DirectX.Direct3D"
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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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- 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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- Framerate jumps once per second
by mbuchetics
- 14 Replies
- Last post
by Xadja
- I recently noticed a strange behaviour of my application: about once a second I got a jump of my framerate. I investigated the problem and ended up with an empty WindowsGame application. I used the PIX Tool to look at the framerates and durations of every frame. And no matter what I tried the behaviour was always clearly noticeable. About once a second the framerate first dropped for one frame and
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- Orbit camera around a model
by Jo8
- 4 Replies
- Last post
by Tinu12
- Hi,
I'm totally new to DirectX, and am sorry if the problem appears simple.
I have to orbit the camera around a 3D volume. But it has to be done about both the X-axis as well as the Y-axis. The user can alternate between the two or stick to any one (there are two buttons, OrbitX and OrbitY).
How do I go about doing this ! The camera eye has to be positioned at it's new place on the imagin
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- Per vertex fog (Custom Effect)
by ShAdeVampirE
- 5 Replies
- Last post
by Fluxtah
- I just want to make a simple per vertex fog with XNA, I thought, it will be easy, but... The problem is: if I set everything correct (I think), only the objects get the fog, not the scene/ screen! But why I set this parameters: FogEnable = true; FogColor = 1.0f; And I use the FOG semantic in the vertex shader: OUT.FogD = saturate( (fFogEnd - d) / (fFogEnd - fFogStart) ); So why happen th
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- Deploying to 360
by Oaf300092
- 10 Replies
- Last post
by Ultrahead
- Hi, In the XNA Faq, when it talks about giving a project to other people to deploy on their 360's, it says you must give them all the assets and source code, so that they can build the program and squirt it onto their 360. My question is: will it work if you give them a project with the C# source files removed ie they have the assets (either as source graphics and sounds, or the built files) and t
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- 2D - Draw points on screen
by psychogeek
- 9 Replies
- Last post
by Jim Perry
- Hello, I'm experimenting with a 2D space-shooter type of game and need to implement a starfield. To that end, what is the easiest way to draw a single pixel on the screen I'd like to be able to do this using normal (positive only) display coordinates (ie: 0,0 - 1024,768). I'm not familiar with cameras/matrixes/transformations but I'm hoping I won't need all that just to do something as simple as
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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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- 360 Deployment Issues
by waheyluggage
- 9 Replies
- Last post
by SuperFreq
- Hello
I've downloaded the latest version of XNA: GSE, signed up to Creators Club, downloaded the launcher, created a key and entered it into GSE. The 360 is sitting there waiting for a PC connection but the deployment just times out.
I've checked the subnet and they're both 255,255,255,0.
It doesn't work whether it's wireless or wired.
I can't ping it from the
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- DirectX 9c error: A cabinet file cannot be trusted
by Mark Bullard
- 0 Replies
- Last post
by Mark Bullard
- I am currently running windows 2000 and I am trying to install DirectX 9c. When I run the install it am given the following error: "A cabinet file necessary for installation cannot be trusted." I have tried everything to fix this and I am still having issues. I have admin rights and I have DirectX 8 installed right now. Any ideas
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- Is an Xbox Live connection required to play games on the 360?
by OasisGames
- 1 Replies
- Last post
by Stephen Styrchak - MSFT
- I don't plan on deploying my project(s) to the 360 anytime soon, but am wondering if an Xbox Live connection is required to run the XNA Game Launcher. If I deploy my game while the Xbox is connected to Live and then proceed to disconnect (say, if moving the system to another location where a network connection is unavailable), will I still be able to run the XNA Game Launcher This question is more
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- Crashing Saleen, early XNA demo?
by AlfonsAberg
- 3 Replies
- Last post
by Ely
- I remember when I first heard of XNA at Microsoft's press conference at GDC 2004. They showed off a really stunning demo of a Saleen crashing into a concrete wall. Go to Gamespot and have a look for yourself, if you haven't already, http://www.gamespot.com/news/6092125.html q=XNA. Will that demo and source code ever be available Cheers Alfons
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- DirectInput, mouse: identical dwTimeStamp for consecutive mouse events
by yonatanb
- 2 Replies
- Last post
by ProfEclipse
- hello, the problem: =========== i am trying to collect buffered data generated by the mouse, though direct input. when my PS/2 mouse sampling rate is set to 200 samples/sec, i get identical dwTimeStamp, for up to 3 consecutive mouse events. now, dwTimeStamp-s, if not identical, are spaced as close as 16 ms (practically 62.5 HZ interrupt rate of PS/2). lowering the sam
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- No typedef and no Include. . .
by r2d2-proton
- 10 Replies
- Last post
by r2d2-proton
- Are these VBA programmers writing the .Net framework and languages
Many of you probably already know this, as I'm arriving late to the party.
I wanted to use the typedef equivalent but apparently not in C#. Then of course I thought I'd try the #include -- maybe so, if I wanted comments (I gather).
The end result:
Common.cs
using System;
namespace <yoursHere> { using ID =
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- Telnet with XNA/C#
by Seas Comander
- 6 Replies
- Last post
by Jim Perry
- I have XNA Game Studio installed on top of C#. I am trying to write a telnet client (the way you connect) for the internet's premier chess club, www.chessclub.com . Is this currently possible
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- 2D Lines
by char1ie
- 5 Replies
- Last post
by Billr17
- I'm still a little new to this, and I was wondering if there was an easier way to draw 2D lines. I'm making a 2D shooter, and all the sample codes and tutorials I've found so far seem very complicated for just drawing a simple 2D line on the screen (for things like user-interface purposes). So the gist of it, as I understand it so far is : Create a List<Vector2> Create a VertexBuffer C
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- Writing to a texture
by ericc59
- 1 Replies
- Last post
by PerPixel
- I am trying to convert some of my code from MDX and can't seem to figure this one out. I am trying to combine 4 alpha layers into one texture. Here is the code in MDX: m_Alpha = new Texture(device, 2048, 2048, 1, Usage.Dynamic, Format.A8R8G8B8, Pool.Default); GraphicsStream Stream = m_Alpha.LockRectangle(0, LockFlags.None); for (int i = 0; i < 2048 * 2048; i++) { Stream.W
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- RGB texture format
by supagu
- 2 Replies
- Last post
by supagu
- I need a texture format that has RGB and not RBA. it seems that there is not equivelent to D3DFMT_R8G8B8 in dx10 this means i have to convert RGB textures to RGBA. Not very nice when im tryng to make an AVI texture :-/
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- Problem with Buttons.Back
by tatman blue
- 5 Replies
- Last post
by Jon Watte
- I have several Microsoft.Xna.Framework.DrawableGameComponent derived objects that I use, one for each game state (the components are called MenuView, GameView). In MenuViews update method I check for back button pressed and exit the program. In GameView, I want the back button to take me back to the MenuView. So in the GameView update code, I check for it and if thats true set my state back GameS
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- RenderTarget2D and MipMaps
by TheSonny
- 7 Replies
- Last post
by Shawn Hargreaves - MSFT
- How to "enable" automatic mipmap generation in RenderTarget2D
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- early-z
by shade29450
- 6 Replies
- Last post
by Ralf Kornmann
- I was to mark a pixel for early-z culling, I have 2 shaders running consequitive. In the first pass I have disabled writting to the z-buffer and enabled z-test. The second pass the alpha value of the first passes results if this alpha value is above a threshold I wish to mark the fragment/pixel for early-z culling. I have pasted my effect setting just below. Somehow it does not seem to work, are t