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Hans_Schmucker Extending the content pipeline for model loading...
Hi, I'm sorry if this has been answered before, I've searched a bit and not really found anything too helpful. My basic question is how do you go about extending the model loading pipeline I found this example in the help files but it did not want to compile: [ContentProcessor] class ScalingModelProcessor : ModelProcessor { public override ModelContent Process( NodeContent input, ContentProcessorContext context) { MeshHelper.TransformScene(input, Matrix.CreateScale(10.0f)); return base.Process(input, context); } } I put this in the spacewar starter game, and got some errors like so: Error 2 The type or namespace name 'ModelProcessor' could not be found (are you missing a using directive or an assembly refer ...Show All
James. L. Using windows forms components with XNA?
Is it possible to use windows forms components with XNA For instance... what if I wanted to add a menu bar to my game I realize that most games have their own interface, but it would still be very useful to have (especially for setting up quick temporary interfaces). Any ideas Ultrahead wrote: Anyway, will it be possible to integrate XAML-based components with XNA in the near future I'm not an expert on this area, so could have got this entirely wrong, but bearing that disclaimer in mind... My understanding is that the Avalon engine used to render XAML components cannot currently coexist with raw Direct3D usage. Since XNA sits on top of Direct3D, this would prevent mixing XNA and ...Show All
hijk Is it worth it to learn .Net for XNA?
As a developer I have put most of my efforts into learning Suns Java libs. However, I am really looking foward to coding for XNA, my only consern is: Is it worth my time learning the .Net libs, specifically GDI+, Or will XNA use different libs for graphical output. Will there be a way to draw primitives I can't find how to draw primitives easily in .Net. I really like using Primitives for gaming becuase they save memory, and I can't draw well. Speaking of that(and getting way! off topic), has anyone heard of Kenta Cho He makes all of his games using simple primitives, although in OpenGL, and XNA is DirectX like. Anyway, my point is. Will XNA have a more game centric library than .NET and will it have prebuilt common classes like Sprite or ...Show All
r3n Major Game and GameComponent class refinement ideas
I've posted some extensive ideas on possible ways the core XNA game components could be refactored to solve some of the common complaints & issues I've seen discussed here. https://connect.microsoft.com/feedback/ViewFeedback.aspx FeedbackID=195718&SiteID=226 I'd really like to hear what other people think and perhaps start a bit of usefull discussion here regarding the direction the XNA Game/GameComponent/etc framework is taking. Personally I would like to see all the component "Draw" code refactored into a subsystem with sortable layers (with the consequence of giving up design time support), but I'm curious what other people think. I line of thought has been "why wouldn't you ". Right now, I could think of thre ...Show All
Thoras device.Reset and device.Lost not firing.
I'm having problems when i reset the graphics device after a resolution change. Here is how i have the reset and lost events set-up. //handlers for device events device.DeviceLost += new EventHandler(device_DeviceLost); device.DeviceReset += new EventHandler(device_DeviceReset); void device_DeviceReset(object sender, EventArgs e) { LoadResources(device); } void device_DeviceLost(object sender, EventArgs e) { UnloadResources(); } private void LoadResources(GraphicsDevice device) { //set anisotropic filter InitAnisotropy(); debugFont.Reset(device); effect = new BasicEffect(device,null); effect = Effects.InitBasicEffect(effect, device); } private void UnloadResources() { primitiveToRender = null ...Show All
TheGamer Does anyone know the polycon count for XNA PC/Xbox 360 games?
Hi All, Does anyone know the poly limit for pc/360 games Does the XNA framework impose any limits Are there any "cheating" techniques to modeling for games (maybe this should be in the blender forums but just in case ). Are there any tutorials for any of the above Kindest regards, On the PC it depends completely on the graphics card you are using and what you are doing with it - you can find the number of poly's per second on the manufacturers website, just remember that value will be the maximum value possible (you won't ever see that), and of course you'll be rendering 60 frames per second. On the 360 everything is confidential, so unless you are a registered dev ...Show All
pnp Mesh.Simplify no effect
I'm trying to reduce large meshes for quicker rendering on slow machines. This works for me on almost all the files I try except the ones I want! I have some STL files to reduce when I try to simplify these there is no error and no effect. maybe it is something to do with the size of the triangles (very small) or the format of the STL data (the triangle order) Any help appreciated. > removing all the duplicates and re-indexing the mesh made it work Try using the WeldVertices function. You might also try a progressive mesh. -Jeremy Problem solved, the STL format contains many duplications of verticies, one for each corner of each triangle. removing all the dup ...Show All
Alex118 XNA Templates in VS2005 Pro?
Has anyone tried using VS2005 Pro for XNA Games I know you need C# Express installed, but if you copy the templates to the VS2005 folders and reference the DLLs, will it work Today I discovered that my MSDN subscription (bought for me by the company I work for) allows me to use VS2005 Pro at home. I don't really do any development other than playing with XNA, so I was just wondering if it was worthwhile installing it or not It is possible to fiddle with the templates or create new ones that work on VS2005 Pro but in your case if you haven't got it setup then there's not a huge reason to bother. For C#, VSExpress offers most of the features you need (play around with tool/options - some things are t ...Show All
AndyMc 2D application using D3D - zoom and navigate
i have a map application, that contains a background map as a texture, and it is possible to place objects on the map. right now i'm working on the following functions: 1)zoom. 2)navigating. the current implemention for these features is by changing the background texture coordinates (U,V), and changing the objects (that you can place on the map) coordinates on the screen (X,Y). At the moment, not all of the features work properly and i think that with a bit of tuning i can make them work almost as i want them to. Now- to my question. I've read a bit about Transformation and as i understood i can use it to help me navigate and zoom but i couldn't figure out how. can Transformation help me can you give an example or guidelines for usi ...Show All
Hypercoder Problem with GDI+
Hi ppl! I'm doing the following: Bitmap bmp = new Bitmap(@"D:\Temp\SansaBitmap\IMG_0600.bmp",false); bmp.Save(@"D:\Temp\SansaBitmap\IMG_0600_new.bmp"); As far as I understand this should create exactly the same file as it was, but guess what - it creates a file that is 2 times bigger!!! What is the problem How I may create a file that is exactly the same size Best, Telek. And the probable explanation for this behavior is that Save creates a 32 bit depth bitmap and probably your original bitmap was a 16 bit depth one. It was only a part of the code, so I actully intended to use the bitmap. Thanks, Telek ...Show All
David Kreps XNA - Redistributable License Clarification Please
Hi all, Hi all, I realise the XNA is only beta form, but I would like to make 100% sure that we would be allowed to distribute the xna dlls ourselves with any game we made. In my case this isn't for a commercial venture, rather there are a couple of development competitions I'm interested in, particularly at gamedev.net and xbox360homebrew.com - that I would like to enter a game based on xna for. For the xbox360homebrew.com competition, the rules are lax and the audience is basically other people messing with the XNA too. The gamedev.net 4E5 competition however is more strict as far as what has to be installed on an end-user machine to get a game working. I expect demanding them to download and install the 100s ...Show All
Simmy7 Performance Questions
I have two questions regarding how much of a hit certain practices might take to the speed of the game and if anyone has taken the time to run the system through its paces yet. 1) How badly does using accessors (private members with public get and sets pointing to them) tax the system. I can't imagine it being a whole lot, but I can see if you have enough classes in use at the same time, it would add up. In my other, non-gaming, applications (both web and window) I make a strong practice out of never exposing members to the outside world unless it is done via a property, but I noticed that the SpaceWars demo either doesn't do that at all or does it very infrequently. I also remember the GarageGames guys at GameFest, I believe it was the ...Show All
Radexx Resonable Expectations for XNA Game Studio Express?
Based on my understanding of what I have read so far I have the following assumptions (please correct me where I am wrong) and questions: With the XNA Game Studio Express I will be able to develop PC games and with a developer membership I will be able to compile a version that I can transmit localy to my XBox 360. In the first incarnation that will be released there will be no support for networking (ie. Live) online multiplayer. Is there a legal method to distribute content created from XNA Game Studio Express to specificaly targeting the XBox 360 envirionment (ie. Can you legally provide compiled or uncompiled games with the intent for other developers to download and run your creations ) Will there be any means available for XNA Game ...Show All
mfsumption hello... and please give me a GUI
Hello. I started working on a video game as a hobby a couple months ago, and I was doing it in Java because that's what I was most experienced with. Since stumbling across XNA on the web, I've just started it over again in C#, because XNA makes so many things easier. So thanks for making such a good and free product. I figured you guys would be happy to hear that an experienced Java programmer is now developing something in C#, so I thought I'd tell you. Anyway, I've read prior posts saying that you guys are working on GUI elements for the next release of XNA... I eagerly await this. My game needs a full suite of GUI elements... labels, text boxes, buttons, dropdowns, selection lists, tabs... so I look forward to them. Thanks again. ...Show All
NickNotYet Advantages of DirectX??
what are the Advantages of DirectX as in, why would I be best to choose this format to start writting a game First, DirectX is continuely evolving. Updates are usually every two months while other competitors release new updates every six to twelve months. DirectX contains 2D/3D rendering, input and sound support. Upcoming APIs included with DirectX include better networking services. It has loads of documentation, samples, etc. and is currently the forefront of Windows (and XBox) gaming. So, not only will it help you get your game done faster with all the helper libraries etc. that it gives you, but you'll surely land yourself a career with it later down the road if that is a g ...Show All
