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.net sukbir Upcoming XNA Game Engine
XNA Magic (I'd have chosen a different name, but, whatever ) It's not mine. The site says that the beta will be in February. Impressive. Judging by the videos it looks like you've put a lot of work into this system. Do you have an expected release date Also I think you may have used the wrong "shadows" video. There are no shadows in it. it looks great.. i made a lot of promotion for it ;) the only real competitor will be Visual3DNet.. but they dont release the CTP and let us wait.. so go with XNAMagic... :) The site, and especially the demo videos, are excellent. Looking forward to trying your product out, assuming the price is reasonable for a si ...Show All
pjmvn Collision Detection With Bezier Curves
Hi, I'm currently making a small 2D game in XNA Game Studio Express. It involves a player moving around a terrain and being able to collide with it. Nearly all the graphics and settings in my game are user generated so this allows for everything to be quite customisable. For collision detection the user specifies paths made of Bezier curves which are stored in a file. The game reads this file and stores a number of points on the curves in an array. The player is also made of Bezier curves that are converted into points: This shows how I want collision detection to happen; if any of the lines that make up the player intersect with any of the lines that make up the terrain, then a collision has occurred. Once a collision has occurred two t ...Show All
jam281 Mouse Sensitivity / Speed in Full Screen Mode
I'm developing a Mouse based game - The user only has to position the mouse on the right place at the right time and click :-). I'm using a 800x600 screen. While debugging, I'm running the game in a window, and mouse feel is fine. When I switch to full screen mode (uncomment graphics.ToggleFullScreen() in my Game's c'tor) the game looks the same but the mouse is way too fast. It's like setting the "Pointer Speed" in the Console Panel/Mouse a few notches up towards "Fast". Is this intentional Is there a way to control the mouse speed that's specific to full screen mode Is there some settings I can use to change the sensitivity (and I'll have to revert it when leaving the game) If you ...Show All
Philippe Cand LockRect on Direct3D Mobile Fails with INVALIDCALL error
Is it possible to do a LockRect on a texture in Direct3D Mobile I keep getting an D3DMERR_INVALIDCALL. I tried it with one of MS's samples like this: // Load the texture map resource (banana.bmp) if ( FAILED( D3DMXCreateTextureFromResourceEx( g_pd3dmDevice, GetModuleHandle(NULL), MAKEINTRESOURCE(IDB_BANANA), D3DMX_DEFAULT, D3DMX_DEFAULT, 1, 0, D3DMFMT_UNKNOWN, texpool, D3DMX_FILTER_POINT, D3DMX_FILTER_POINT, 0, NULL, NULL, &g_pTexture ) ) ){ return E_FAIL;} D3DMLOCKED_RECT d3dlr; HRESULT result; result = g_pTexture->LockRect( 0, &d3dlr, 0, 0 ); This last function fails. Am I doing something wrong Thanks Found the answer. I should be using "D3DMUSAG ...Show All
yababer How do I do 2D graphics in Direct3D?
I amwritting a map maker and all I need is to view, zoom in and out, and highlight the square the user is pointing at. GDI+ has proven WAY too slow for this so I'd like to use DirectX. I can't seem to find a sample or tutorial that's not about 3D. I just want to have a buffer of bytes[] and an offset. I remember being able to lock the screen device, manipulate the buffer, then unlock and it would update the screen. Are you not able to draw 2D surfaces anymore Any help would be appreciated. Tom P. Do you have an array of bytes, where each byte represents a tile in a 2D tile map If so, pack all the tiles into one large texture, and then generate vertices for each square. Then move the camera up/down/left/right/in ...Show All
Marcus J Rectangle collision detection help
Hi, I'm learning how to use collision detection in sprites, and I've decided to use Rectangles. Basically, I program the game to make a rectangle around each of the 2 sprites and, when I move the sprites via keyboard input, it moves the box with them.( Now, I'm doing this to test collision detection. Heres the bit of code that doesn't work: if(Sprite1box.Right == Sprite2box.Left) { Sprite1pos.X += 5; Sprite1box.X += 5; } (Where Sprite1box = The rectangle aroudn the first sprite, Sprite2box = the rectangle around the 2nd sprite, and Sprite1pos is the vector of the 1st sprite) This doesn't work - the sprite just moves right through the second sprite. Now, I figured I must've done something wrong ...Show All
X.K. 3 questions...
Hello. I was wondering how long does it take to learn C# (average) I know it varies from person to person. I just want to get an idea on how long it may take me. I want to know how to code in C# to make 2D games using XNA. I just bought a book on C#. The book is called 'Beginning C# Game Programing'. I just read the first few pages. I did make my first application (if you can call it that) and that was the Hello World message. Visual C# 2005 is complicated for me. But I'm getting the hang of it. I wish I had the knowledge to develop games by now. lol. But I still have a long way to go. I don't know how long though. I have two more questions, how much C# must I know to create simple 2D games such as Tetris And how much math do I need to k ...Show All
PawanSingh XBox 360: Detect widescreen vs 4:3?
Right now it looks like our games pretty much dictate their size and whether they're windows or full-screen. But, obviously, once we get to the 360 the choice of windows vs full-screen will be gone. And I get the impression that if we code for 720p that the 360 will automatically downscale if needed. But I still don't know how we're going to detect whether the output is headed for widescreen or 4:3. If we make the choice to program for widescreen only will the 360 letterbox for us, or will it just get squished or truncated While it might downscale to 480 or upscale to 1080, I don't think it'll do any auto magic to translate aspect ratio. "4:3" isn't a resolution... I can run my widescreen TV at ...Show All
WXS123 How can I pass Cubemap texture into Pixal Shader ?
Q1: How to contruction a samplerCUBE in .fx file 1. I import my static cubemap texture into content pipeline TextureCube mySkybox; 2. In LoadGraphicsContent() mySkybox = content.Load<TextureCube>("Contents\\skybox"); and now everything is ok. The question is how can I contruct a samplerCUBE in myEffect.fx file Q2: How to create a dynamic cubemap Q3: How can I setup VC# express so that I can have HLSL language higt light when I edit *.fx in VC# For a good tutorial on environment mapping and HLSL, see the following: http://msdn.microsoft.com/library/default.asp url=/library/en-us/directx ...Show All
Morten Dahl Framerate Independent Movement
Hey all, GameTime gives us ElapsedGameTime and ElapsedRealTime. I'm used to using real time for my framerate delta values to move objects - but it appears that Update() is locked at 60 frames per second. So should I be using ElapsedGameTime.TotalMilliseconds as my delta Thanks all. Since it's guaranteed to be 60 fps, we don't even need to move by a delta at all, do we I have the same problem but to disable this add : graphics.SynchronizeWithVerticalRetrace = false; IsFixedTimeStep = false; graphics.ApplyChanges(); The problem is that i use realtime and all become more fastly if 60fps is desactived... GroZZleR wrote: Since it's ...Show All
Shahab03 Redist Question
If I make a game that uses the XNA Framework, what redists are necessary on the client machine Do they need both the DX redist as well as the XNA Framework redist, or is just the XNA redist adequate Person_ wrote: Is any way to run XNA application without install XNA Framework Like Managed DX where you need only right DLLs. The XNA Framework is the right DLLs. Cheers, Leaf. Yes, but I get on machine where XNA is not installed this exception: An unhandled exception of type 'System.TypeInitializationException' occurred in Microsoft.Xna.Framework.Game.dll Additional information: The type initializer for 'Microsoft.Xna.Framework.Graphics.GraphicsAdapter' threw an exception. ...Show All
Sean Reilly In Game Movies
Does anyone know whether the XNA Framework will allow for games to be written that have Cut-Scene videos, perhaps using non-Microsoft codecs such as divx or another codec that allows high-video compression to limit the size of the game. Will the game be able to use any audio/video codecs that Windows has installed on it, and will it be able to load pre-written non-managed code DLL's Version 1 of the XNA Framework will not include video playback functionality. Please let us know if that is important for you so we can correctly prioritise it when deciding the feature set for future releases. On Windows, you can load any existing native DLL's, using P/Invoke or a managed C++ wrapper, but on Xbox you are limited to only runn ...Show All
Wil Burton 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
sunrunner Solution to Finding Skin Weight Indexes
DELETED BECAUSE BETTER SOLUTION WAS FOUND Ok - rather than clutter up this message board, is there any way I can contact you I just reopened one of my old posts. It turns out finding the indices is not a blocking issue - it is possible. The issue is that the skin weight transforms are not stored, so I had to make my own importer Interesting. I have been trodding through the importer and processor using Reflect, and I found how they calculate the bone indices. Starting with the parent bone of the mesh, they then do a breadth-first recursive descent, and add bones in order. I was just starting to get onto that, but this new way seems interesting, too. If a tad over the t ...Show All
ChrisCo 2d resets with nuclex fonts?
I've done the resets from Shawn Hargreaves blog and it's worked in the past, but since i moved over to the nucles font engine these dont work(even in a minimalistic demo setup). The model(s) are still skewed.... anyone have a workaround nothing Here's their solution to a possible problem you are experiencing: http://www.nuclex.org/node/180. Hope that helps you out. What line are you adding How are you drawing the strings Can you post some code heres my draw method... i think thats all thats relevant protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.RenderState.StencilEnable = true; graphics.GraphicsDevice.Clear(Color ...Show All
