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Lbo Custom Content Manager - Generics Question
Greetings & Salutations: I am trying to put together my own kind of "Content Manager" as the current one appears to only work with content that has been added to the project, and not with say, a file on a network drive somewhere. I really like how the "XNA ContentManager" uses generics, and was trying to implement it myself, but encountered some errors. I looked on the net but couldn't find the answer I was looking for. Basically, I would like to be able to fetch any kind of asset from my own content manager, regardless of what it is . The following function does not work as it is written. Could someone point out the proper way something like this is supposed to be implemented (PS. The content is stored in dicti ...Show All
Peter Freeman RenderTexture?
I would like to be able to render into a texture under DirectX9 i made a simple RenderTexture class however I am not sure on how to tackle rendering to a 2D texture under DirectX10. My first puny attempt seems to fail when I create the render target view using CreateRenderTarget in OnCreateDevice10, the methods BeginCapture are used to start rendering to a texture a to restore render target, respectively. Any help is much appreciated, /// class member data ID3D10Texture2D* md_pMap; ID3D10RenderTargetView* md_pRTV; /// render target view ID3D10RenderTargetView* apOldRTVs[1]; ID3D10DepthStencilView* pOldDS; D3D10_VIEWPORT OldVP; HRESULT CRenderTexture::OnCreateDevice10() { HRESULT hr; D3D10_TEXTURE2D_DESC dt; dt.Width = 25 ...Show All
Ronaldlee Ejalu fmod
i have allso read that fmod player is running on xbox360 and fmod has a c# interface do you have any plans to make support for this yes it is a wrapper but the fmod is hooked into the xbox360 api so the wrapper will work for c# fmod has a real xbox360 dev licens so thay have full access to the xbox360 api look at there website and learn something So, if you want to build an app for xbox360 that visualizes music, then XNA is not for you. Right From the fmod downloads page: Xbox, Xbox 360, PS2, PSP, PS3, GameCube, Wii - Registered Sony, Microsoft, Nintendo developers only! so adding support for XNA (at least GSE) is moot. Firelight Tec ...Show All
Sriram Rajamanuri Loading an .FBX file
Hi, I have this file, Ferrari_Enzo.FBX that is supposed to be XNA ready, all I want to do with this is load and display this model in the blue window. My assumption is my problem was setting a camera position. I've done some searching but can't find this decent question addressed. Could I please see a basic sample for this I did it! thanks! :) Maybe this will help. http://msdn2.microsoft.com/en-us/library/bb197293.aspx It's the msdn tutorial on how to display an image on the screen. ...Show All
LegendRey Troubles extending the Game class
I'm trying to create a base game class for my library that my program's game class will inherit from, but am running into some confusing trouble. Intellisense isn't giving me hints for any of the Game class member variables (like graphics or content for instance). If I go ahead and use them anyway, I get errors when I compile. I can't imagine why the following code wouldn't work, but I suppose I am overlooking something. yep... there it is right in front of my face, just as I thought. Thanks for pointing it out. graphics and content aren't members of the Game class. When you use the templates, they're members of the inherited class. ...Show All
Ryan lynch Is Boo a viable option for Scripting for both PC and XBox360?
I'm just wondering if anyone has tried getting Boo to work for scripting on the XBox360, or is there some feature that Boo takes advantage of on the PC that isn't available on the console I've been reading that IronPython isn't an option, and LuaInterface wouldn't work either, since P/Invoke doesn't seem to be supported for security reasons. Can anyone shed some light It would be greatly appreciated. Thanks, Kevin Jon Watte wrote: The problem isn't P/Invoke, as much as it is the fact that the 360 uses PPC processors, so the x86 DLLs you have aren't going to work. The Xbox 360 security model apparently allows unsafe code, which means that it could allow native code -- the protection of the syst ...Show All
Sneha Desai When to stop a Quaternion.Slerp?
What methods exist to tell when to stop performing a Quaternion.Slerp When does the slerped quaternion match the desired quaternion close enough I can try a brute force method and compare individual parameters (X, Y, Z, W) but I'm wondering of there is another way. Thanks. Ive had problems where the ship keeps "slerping" towards its desired orientation as its approaching its desired position but since it never quite gets to the desired orientation the ship will slightly miss its destination and try to pull a u-turn. Its true that the slerp effect makes the rotation seem more realistic, but there are problems involved with it that arent easily solved by the average programmer. I tried to de ...Show All
Jon Limjap Problems getting the Alpha channel to work on a 3D object texture
I've gotten the controller to work, and moving a 3D sphere working wonderfully in wireframe. However, I've had no sucess getting a 3D shape with a texture that has an alpha channel working. It always shows up as completely solid. I'm not going to go paste the whole app in, but here's the critical parts (I think). I have made the png into a .dds and verified it has an alpha. The only thing I'm not sure about is the use of the .fx file (used the sample) the format/options don't seem to be documented in the XNA or DX9 SDK from what I've seen so far. Any help or demo app with alpha 3D textures would be greatly appreciated. It's frustrating to make such progress and then get completely stalled on what seems to be a trivial thing.. In Draw(): ...Show All
ClarkMN 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 As far as I know (which isn't that far, really), XNA is designed for all XNA-based activity to happen on the main thread. You c ...Show All
seco Spacewar slow build
I just tried to build the Spacewar starter kit and it took quite some time to build (5-10min). It spent most of its time building the content. Now, I could perfectly understand the slow build time since there's a lot of content to process (50MB output), but what bugs me, is that my computer becomes nearly unusable during the build. It takes about half a minute to alt-tab from C# to an explorer window while the build is busy. The thing is, I have a dual core processor (which was only at 50% during build) and neither the HDD nor the RAM were actually stressed during the build, so I would expect it to be responsive. For example, when I use the windows calculator to calculate 80000!, the taskmanager shows the same situation as when build ...Show All
calvinkwoo BasicEffect object is clamp-ing textures?
Can anybody tell me if I'm doing this right or if I'm missing some thing... I have written a method that creates a vertex buffer object and populates it with 2 polys that make a 2D plane. But when I render this vertex buffer using a BasicEffect object to handle the rendering my vertex buffer object is rendered but the texture is clearly being clamped. I have checked the texture sampler states and vertex sampler states and they both say they are set to Wrap by default. I am creating the vertex buffer using this method... /// <summary> /// Creates a triangle fan of 2 polys along the x/y axis centered around 0,0,0 with a width and height of 1. /// </summary> /// <returns>Returns a new vertexbuffer</returns> ...Show All
robertlamour XACT Audio / Minor Rant
<minor-rant> Can you please, *please* consider supporting a more low level way to play sounds than XACT. The Microsoft Cross Platform Audio Creation Tool (XACT) is a pain to use. I mean seriously how many devs do you have budget for to maintain this so called "IDE" It might be okay for professional game studios but I don't think it's that simple for the XNA GS crowd. Then again having looked in the XACT forum it doesn't look like a lot of professional studios are using it either. So then you have to ask why are we having it forced on us since this audio content creation tool has so far fallen on deaf ears ;). Perhaps it's a secret plot to get the XACT folk to make it better in future perhaps (hmm bite my tongue) A ...Show All
mEt How long does it take to make a game?
i'm answering my own question here. For people new to game development: longer than you think! i was just cruising around a forum where some folks were daydreaming about what they'd create with XNA GSE, and giggled a little when i read "Grand Theft Auto" and "FPS": http://forums.gametrailers.com/showthread.php t=32477 The Independant Game Festival has a great site if you want to check out the cream of the indie crop. It's especially valuable because it records how long each game took to complete: http://www.igf.com/02finalists.html You might check out some screenshots and think "three years But that game looks like ***!" Yes, my friends. Yes. :) Start small. Build complexity from simplicity ...Show All
Samus Do commercial game writer manage thier own animations or do the artists load the animations?
I know in direct8 that you could put the animations into the model so the developer wouldn't be bothered with such things. Is that still the trend or do developers write thier own animation to save time on the artists Thanks, Nick Artists are also developers. I assume by "developers" you really mean "programmers." In general, in game development, artists want as much control as possible -- if anything, game development is moving away from procedural animation, and towards procedurally driven blending/composition of artist-specified animations. That way, you can tweak what the animations look like without having to re-build the entire game. Also, for most professional deve ...Show All
Roger_Melb Rants on XNA 1.0
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 contents are only built before the program runs. The helper functions wrapping D3DX can only be used with types in the content pipeline. I have to utilize the full content pipeline just for generating something dynamically, of course with significant performance cost. Or I have to write those D3DX utilities my self. Currently I don't have a good id ...Show All
