Answer Questions
Eddie Garcia Animation Component Released
I've released the alpha version of my animation component. It should work on both unskinned and skinned meshes, but currently requires shader 2.0 because of the skinning support (this will be changed in the future). Here is the link: http://www.codeplex.com/animationcomponents If you download it and try it on a model and it doesn't work (for now, I'm only referring to matrix key animations), please post on the website forums!! I'll help you get it to work, and if it's a bug, I'll fix it :) I've included a sample of how to use it to play a skinned animation in the User Forum. Non matrix keys will be implemented in the short future... And if you downloaded the DLL shortly after it was put up, I uploaded the wrong DLL so non skin ...Show All
René Titulaer SpriteBatch Vs Sprite : 0 - 1
I have created my own TiledLayer class, converting my old code. I have noticed that the new SpriteBatch class is more slow than old Sprite class. Someone Knows why I use 16 x 16 tile in a 640x480 screen. With new class the render is very slow, while with the old one I have also to reduce the animations' speed. The Spacewar slow down is a known issue and is not tied to SpriteBatch (the bullets are actual meshes). It has to do with allocating a device resource each time, which we shouldn't be doing. It will be fixed for RTM. The game is slow in windowed ad fullscreen mode. Ok, I'm using a great number of tile (1200 for each TiledLayer and I use 2 layer), but with the old sprite I don't have ...Show All
vbMarkO Color Banding
I am getting color banding issues when viewing my project on my Xbox 360. The textures look perfect when the app is ran on windows, using the same XNA source just in a different project. But when I display the textures on an Xbox 360, I get serious color banding. These issues are most pronounced when my Xbox is set to output at 720p or higher resolutions, but the color banding is still there even if the Xbox is set to 480p. The following code is what I am using to setup my 'prefered' values for my graphics device. If you got any idea what could be causing this, I would appreciate the input. graphics.IsFullScreen = true ; graphics.PreferredBackBufferFormat = graphics.GraphicsDevice.DisplayMode.Format; graphics.PreferredBackBufferH ...Show All
Adminanup Invisible Skybox
Hi i have used some of the code from the SkyBoxDemo tutorial to make a skybox in my game. I adapted the code to run with my game but when i debug the game i cannot see the skybox and my model following camera flips round to face the front of the model insted of the back and The Ship model turns weird colors! You wouldn't necessarily have to scale the sky box. You could just move it towards the player a bit as you pour on the speed (and maybe move the camera back a bit as it tries to catch up), then move it back in place as you let off the gas. I originally made the sky sphere thinking space is big, really really big, and you won't see much movement. But it's a game, not reality... have to remind ...Show All
Tompom MDX 2 Time Bomb
Almost all MDX2 Ctors are calling the bombing code below: public static unsafe void CheckTimeBomb () { DateTime time1 = new DateTime ( 0x7d6 , 10 , 5 ); if ( DateTime . Compare ( DateTime . Today , time1 ) >= 0 ) { MessageBoxW ( null , & _C@_1PI@LKOFODJP@ $AAT $AAh $AAi $AAs $AA 5 $AAp $AAr $AAe $AA 9 $AAr $AAe $AAl $AAe $AAa $AAs $AAe $AA 5 $AAv $AAe $AAr $AAs $AAi $AAo $AAn $AA 5 $AAo $AAf $AA 5 $AAD $AAi $AAr $AAe@ , & _C@_1DE@JJLLKEIK@ $AAM $AAi $AAc $AAr $AAo $AAs $AAo $AAf $AAt $AA 5 $AAM $AAa $AAn $AAa $AAg $AAe $AAd $AA 5 $AAD $AAi $AAr $AAe $AAc $AAt $AAX $AA $AA@ , 0x2000 ); throw new TimeBombException ( "This pre-release version of DirectX has expired, please upgrade to the latest version f ...Show All
Vinayak Kamat What isn't in XNA Beta 1
Loads of information on what is there currently but is there a document or something that has a roadmap or a list of features/APIs that are still yet to be added The only large missing thing is the content pipeline, which is currently making 3d work less fun than it should be. See http://blogs.msdn.com/xna/archive/2006/08/29/730168.aspx Otherwise there is nothing announced though I would expect lots of bug fixes, possibly API changes and hopefully some of the features that have been requested on connect. There is no official list, at least not outside of the XNA team. ...Show All
AlistairSKing XNA Viewport in standard C# Application?
As the title says. is it possible to render an XNA window inside a normal windows Form, so i can use normal controls that interact with the XNA area You need to do something like this: PresentationParameters parameters = new PresentationParameters(); // fill parameters GraphicsDevice device = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, DeviceType.Hardware, panel.Handle, CreateOptions.HardwareVertexProcessing, parameters); Warning: this is not a reply! But yes, you can render to any window you like. The trick is not to use the Game object or GraphicsDeviceService: just construct your own GraphicsDevice manually, passing the target window handle to the constructor. I haven't ...Show All
mrmckeb Depth Buffer Support Formats
Hi, I just tried to create a depth buffer. While looking through the HDR Format 10 example I believe I considered a bug in the example or in the documentation. The documentation states that the depth buffer formats are D16_NORM D24_UNORM_S8_UINT D32_FLOAT D32_FLOAT_S8X24_UINT The HDR Format 10 example is checking for the R16_TYPELESS, R32_TYPELESS and R32_FLOAT_X8X24_TYPELESS formats and can not find any of them on my machine .... the documentation does not say anything about those formats. Replacing the _TYPELESS formats with the one above works. I assume typeless means that it is looking for a _NORM or _UNORM format and picks whatever is available - Wolfgang The sample is incorrect in ...Show All
Alle How can I eliminate the automatic generation of the arm subfolders and arm entries
The editor generates automatically two subfolders ../data/missions/arm and .../data tgl/arm and fills those folders with entries. Those entries are not helpful after finished game development. How can the automatic generation of these folders and entries be eliminated Are there perhaps two lines of code that write the data to the arm folder that can be deactivated instead of eliminating ALL Arm code The code is all over plenty of files and it is in several files pretty unclear where the related lines start or end. Just to avoid the write to folder action would be best but I couldn't figure out which lines of code actually do this job. Thank you for your hint ...Show All
DMSorensen Multi threading in a game (using XNA)
Hello. I am able to create thread and make them exchange information through common objects they know (server / each other reference) Now I would like 2 threads to update a server. Each of those threads takes for inputs a keyboard for one, a mouse for the other one. However, it seems that the thread that listens on the keyboard do not detect events from it. Seems like it is the parent thread that is able to listen to a keyboard event and only that parent thread. How would you do so that a children thread is master over a device even if it does not have the focus Regards, Chryso Hello, So I have the game thread that is processing inputs. I have a thread that manages all graphics stuff. However the thread ...Show All
R8VI Setting up the camera for a mesh
I'm loading a mesh into my program. My problem is, they are always like half way off my screen or super large or super small or sideways, depending on what model I load. I would like to re-create the functionality of the DirectX viewer - which lets you view mesh .x files. No matter what, when you load a file in it, the mesh is always nicely centered and at a zoom to fill the window. How can I set up this functionality in my code um.. "DirectX Viewer" Look in the DirectX Sample Browser. If you need to narrow down the list, only check "C++" and "Utilities" The source of DirectX Viewer is available to you in the SDK. Have you looked at the source yet I coul ...Show All
Eric H. Exception throw by GraphicsAdaptor???
Hi, I am getting a weird exception throw from 4 PCs that have the XNA 1.0 redist installed. I have a development PC that is executing the game perfectly, but the other 4 PCs (Windows 2003, Vista and XP SP2 based) throw this exception: The type initializer for 'Microsoft.Xna.Framework.Graphics.GraphicsAdapter' threw an exception. Is anybody else having this problem The project I am distributing is just a WindowsGame project, unaltered. I would check to make sure that the graphics cards on the systems meet the required levels (Normally Shader levels), this is the most common problem. Can you post the details of the exception, You might have to add some error checking and try catc ...Show All
pauloschultz 2 seperate players using one keyboard
How would you create two seperate players (one controlling one ship, while the other controlled the other ship) by only using one keyboard What would be the code or the process in making the two seperate players (very detailed instructions would be great) cuz im having trouble creating two seperate players... From a functional angle there isn't anything complex about this - just create a keyboard and monitor the keys. However, there is a hidden problem with the design of keyboards - even google can't find the reference for me (probably using the wrong search terms) but the design of some (or all) keyboards stops them registering events for more than a certain number of keys. Off the top of my head they are physically design ...Show All
Tej62007 Who to contact regarding Xbox development/distribution questions?
I found the page that talks about how to submit your request to sign up as a developer. It gives an email address, and I did send a message. Got no reply in over a week. I realize it's the start of a new year, etc., but I'm wanting to ask some questions about _which_ of the programs might be the best for me, and ask a few other question about the distribution of software for use on the Xbox. Is there a group within Microsoft that I can address that question to I'd be happy to make a quick phone call to get a few high-level, non-technical questions answered, and then proceed on the appropriate course based on the helpful answers I'm sure I'd get. Thanks.... ...Show All
Joe Albahari release date of font stuff?
on the xna lunch party, they showed some font stuff. do anybody know, when the font stuff will be released i know that there are a lots of classes etc. which implements some stuff equal to the stuff which were showed on the xna lunch party, but i want to know, when we will be able to use some stoff from microsoft i use the XNAExtras utility but when the official font support will be released i will switch to this version. another idea I had is that you implement a content importer/ processor for easier font texture creation. my idea is that you put a font type into the content pipeline und manage the font size etc. in the property windows of game studio express. the importer/ processor will create ...Show All
