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KitGreen distributed rendering
hello , is it possible to develop distibuted rendering using directX because i need 15 displays. so i came up with this idea. any suggestions or any ideas Outside the DirectX world there is another project called WireGL for this kind of work. Some time ago I had planned doing something similar for Direct3D (“WireDX “) but I could find the time so far. Depends on how you define distributed. Do you want that your application see all your screens as only a single big one or should every display independent In any case Direct3D doesn’t support this out of the box. You will have to write all the network stuff that is needed to connect the dif ...Show All
Viren Kapadia Managed DirectX 9.0 Deployment via VS 2005
I have been researching this question on the net a few days and have not had much luck. I have a project that uses DirectSound to play WAV files and I want to include the DirectX redistributable files in my install. Some of my users apparently do not have DirectX installed and are having issues running my application. (These users are using Windows 2000 without the latest service packs in an environment where they do not have an internet connection.) I found a Managed DirectX 9.0c bootstrapper package that was made in 2005, but it no longer works with the latest August 2006 DirectX redistributable files. The bootstrapper package interfaces with the Visual Studio 2005 bootstrapper, and enables the author to check a box for Managed Dir ...Show All
barchard xna racer, how and when can i get it
i saw this thing on something called xna racer, and it amazed me that we could do this with xna http://www.kotaku.com/gaming/xna/clips-xna-racer-preview-213594.php does anyone know anything about getting this Also note that Dave Weller says ", we cap it with the big surprise, the "XNA Racer" starter kit, coming with the 1.0 release to Creators Club subscribers.". So looks like some of the stsarterk kits will only be available as part of the creators club. http://letskilldave.com/archive/2006/11/08/XNA-Video-Montage-_2300_1-is-ready-for-you_2100_.aspx What if I'm just a PC user Will I be able to get my hands on that starter kit I'm currently learning and using XNA, and I r ...Show All
EnterBS How are all the CPP'ers coping with C#?
It occured to me that there are many people on this forum that are, like myself, already familiar with DirectX and or other means of game programming. I have used C++ for as long as I can remember, and would have never before considered using a language such as C#. When the XNA express beta was announced, I decided to get a head start on C# and downloaded the free version together with buying some books. Within hours I had got to grips with most of it and had put the books down, happily tinkering with code. How have the other C# noobs out there coped with the transition from C++ Are you pleasantly surprised, like myself, or are you finding it a frustrating distraction Im a scripter. PHP, ActionScript, an ...Show All
mig16 Vertex Buffer Hardware Instancing?
I got this comment on another forum: " On a sort of related note, once you are ready for it, I would suggest using vertex buffer hardware instancing to draw 3D spheres as bullets instead of billboarding 2D sprites. The statement "drawing lots of 3D spheres is hard on the 3D card" is only true if you use effect instancing to do it. However, I won't get into the details of vertex buffer hardware instancing since you are a beginner. " Is there a tutorial somewhere to get me started on this topic Yes, and also this site: http://www.mdxinfo.com/tutorials.php view=Advanced%20rendering (created for MDX but can be easily adapted for XNA, though). Remember, Google is your friend ...Show All
espirit Managed Direct3D 10
Since XNA only supports DirectX 9.0 Where is Managed Direct3D 10 I hope there will be Managed wrapper for Direct3D 10 thanks Michael, it’s good to have an official word about managed Direct3D 10. As I have written before something with official support from Microsoft will always better than my own one man show. But as long as you don’t write a fully managed runtime that talk direct to the driver (I thought about this too) I believe you couldn’t be much faster than my wrapper. Maybe if you have access to a better C++/CLR compiler that allows you to use less expensive managed to unmanaged calls. If the last rumors are true the D3D10 hardware problem should be solved in the next ...Show All
luben111 UI elements - common approaches?
Morning/Evening all (delete as appropriate :), Got a general question for you. I'm looking to start experimenting with UI elements - the standard stuff really - HUDs, health bars, score, mini-maps. What I really would like to know is, what are the general techniques that are commonly used to achieve these elements Polygons with textures applied and drawn to screen space I keep reading about 'textured quads' - does that simply refer to textured polygons drawn on the projection plane (i.e. 'on' the screen) This does seem like it should be the basis of most common UI elements - menus, HUDs, buttons, etc. What other techniques are common Thanks guys/gals. Nick I think using sprites is also c ...Show All
Ronni M Using BSP with XNA
Just curious if anyone has wrote any libraries or examples on how you could create BSP environments and load them with XNA I'm a programmer and by no means capable of designing detailed environments within Maya (I've spent months trying to come to grips with it) and\or 3D Studio Max, then import them into XNA. I have used BSP based level editors with the Unreal and Quake Franchises and have no problem using those. While I know BSP is more than a little outdated, but if used correctly with some fancy terrain the levels won't look so 'outdated'. Also, please correct me if I am wrong, but importing meshes into XNA to use as a 'Level' wouldn't support pre-rendered shadows. Only dynamic, which doesn't always look as nice as static pre-render ...Show All
TedSA Getting Started in 3-D
Ok, I am reasonable with C# and I would like to become a fundamentally sound 3-D graphics dev. MATH: just finishing up Calc I. Question: If you could suggest one 3-d graphics math book which one would it be Shaders: 1 book on shaders which would it be 3D Graphics: 1 book on 3d graphics which would it be Web: 3 websites that you think would be most beneficial to make my favorites Thank you in advance for your help Maths : Mathematics for 3D Game Programming& Computer Graphics (1-58450-037-9) Shaders: ShaderX series, The Complete Effect and HLSL Guide (0-9766132-1-2) 3D Graphics: GPU Gems series, Graphics Gems series. Websites: http://mdxinfo.com/ http://www.gamedev.net/ http://www.gamasutra.com/ ht ...Show All
Faraz_Ahmed how to set xbox 360 resolution?
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! Why not just post your questions here so everyone can help out No, you cannot change the XBOX 360's resolution, as it's defined by the user in the system settings. (or even if there is a way to force it, don't do it !) Your game is automatically scaled to the resolution of the XBOX, so you don't have to do anything about that. Bu ...Show All
Julian V Good place for free sprite sheets?
Does anyone have a good site for free 2D sprite sheets (for sprite animation) or does anyone have (or willing to create) any good sprite sheets they are willing to share I have a new project that I'm going to put on CodePlex which I think will be very useful and I need a good sprite sheet that I can include with the sample. Thanks, Bill Clicky Jim, I forgot about that one, Thanks. Bill http://tsgk.captainn.net/ I doubt you could use most of that stuff due to copyright issues, but a good resource nevertheless. Nice Jim, thanks! Check out this post for monster links to XNA resources and tutorials! Always fun Darkside ...Show All
bjkaledas Can You Move the Backbuffer?
I'm playing around with shaking the screen when explosions occur and thought the best way to do this would be to randomly move the backbuffer. How can I do this kind of effect! Thanks! Check out the Shake method I made for my 2d game MissileCommandeEr . It moves the ground and gun sprites around and changes the background color. Some of the classes and methods are specific to my game, but should be simple enough to figure out how they work. Good luck GLOBALS NEEDED bool shaking = false ; int shakeTimeMilli = 0; TO START SHAKING shaking = true ; CALL SHAKE WITHIN UPDATE METHOD #region Shake if (shaking == true ) ...Show All
JeffJohnsonMVPVB Hosting Souce Code
Does anyone know a website where i can host the source code for my game . You should have a look at CodePlex.com Another good one is http://www.sourceforge.net contact@learnXNA.com I are really looking components and other thing to help the community. But I can also host some games. We will host anything you want that is XNA related... just send me and email directly at contact@xnaresources.com http://www.xnaresources.com There is also freepository.com, where you can get free CVS hosting. If you want nice logs and stuff, though, you have to pay for premium service. If you just want a place to store source, it's very cool. ...Show All
Jim Stevens Vectors
Hello, I'm new to vectors and I need to find a way to have the Vector X/Y postions more like a pixel X/Y. Would anyone be able to help me or point me in the right direction What I'm mean is when you well a SpriteBatch to draw at 20, 20 it will draw the texture 20 pixels down and to the right from the top left corner of the game window. I'm hoping to be able to do the same using Vectors. You can. One of the overloads for the Draw method is a Vector2. I don't want to draw a SpriteBatch, I want to use VertexPositionColors and the like but have the Vectors they use to position the vertex act work like when you do draw a SpritBatch. If you draw a Vertex using a Vector3 ...Show All
MickDotNet compiling a program in a program
I've created the .cpp source file. I've included the vcvarsall.bat and the correct mspdb80.dll file, yet when I used the "system("cl ash.cpp");", it said that I had not included the path for my include files. and that some tools were missing or not able to be used... How do I include the path in the program The ultimate objective is to make one program create another. Here's the source code: #include <iostream> #include <string> #include <fstream> #include <cstdlib> using namespace std; //works fine except for the compiling int main(){ ofstream fout( "newprogram.cpp" ); if (fout.is_open()){ fout<< "#include <iostream> ...Show All
