Answer Questions
steveareno Plans for future XNA webcasts?
Just wondering if there were any official plans for webcasts One of the guys at the webcast that was done a couple weeks back said they'd like to do others. I guess we could see here what the community would like to see to determine what the interest would be. ..and don't forget you get to see me at the end smack Rory upside the noggin for calling me "Dave Mitchell" LOL! George Clingerman wrote: I got excited about the fonts too! You crack me up Jim! I was so embarassed to post a link to the video, I'm glad you had this thread....sorry I hijacked it We have to get together at some point so I can get your autograph now that you're famous! edit: Oh yeah, I'm still wondering when ...Show All
chaza loading a 3d character and getting it to walk.
Hi there, I'm new to XNA, but have done a fair bit of game dev. How do I get a 3d character into XNA and play out animations on it, so it can walk around the scene. I have my character in 3dsmax / maya and can export it as .x file, but how do I do the rest. Many thanks Kam You will need the content pipeline to load characters and animations but it is not included in the beta, and probably won't be released until December. If you search for content pipeline in these forums I'm sure you'll find lots of info and similar requests ;) ...Show All
kmazur JIT register allocation and bounds checking
A few questions for Shawn or one of his buddies: 1/ Does the register allocator used in the XBox JITter use all of the available scalar floating point registers If not, how many can it deal with 2/ Does the XBox VM ever skip array bounds checking, and if so under what conditions 3/ Presumably there are no bounds checks when using unsafe code and pointers 4/ Are the method inlining limitations of the CF VM mentioned here still applicable to the XBox VM - especially the one about not inlining any method with floating point arguments or return values (yikes, that would be all floating point setters and getters!) Andy. Ryan, I'm sorry that you feel so upset that I said I found your po ...Show All
Deac910 Absolute beginners questions about XNA Game Studio Express
Could someone point me to an FAQ about system hardware requirements, and maybe a simple tutorial about modern graphics cards I'm afraid I haven't done anything with hardware in years and all this XNA terminology is new to me. ------------ My actual problem is this: I've downloaded XNA Game Studio Express. I've downloaded the latest DirectX Drivers. I've created an instance the MySpaceWarWin demo. And of course it crashes. I put that recommended test code in: GraphicsDeviceCapabilities caps = adapter.GetCapabilities( DeviceType .Hardware); if (caps.MaxPixelShaderProfile < ShaderProfile .PS_2_0) ... etc. just before game.run and apparently I do have a good enough Shader (whatever that is.) However Game.Run still ...Show All
John05 PSP-like Background
Hi, im pretty new to the direct-x programming and i really would like to know how i can create something like the psp-background (putting the background image cant be that complicated), i mean, the wave effect. i thought of something like putting small image to a sinus-curve or create some path-deformer ! please help me... (btw. sorry for my bad english) http://upload.wikimedia.org/wikipedia/en/5/51/Xbar1_0003.jpg every "line" simply waves smoothly... hmm i think i need to read something about the vertics(grid)... but thank you for your answer I think the easiest way to make that effect would be to get the waves into a tecture wideer than the screen and draw them on to ...Show All
Software Engineer Where is the download?
It is 12:48 pm here (GMT + 1)... in Nuku'alofa (GMT + 13) it is tomorrow... So where the hell is my download link :-D IIRC, Beta 1 of Game Studio Express is coming out tomorrow (Aug 30th)...you're about 19-ish hours too early ;) It's just gone Close of Business 30/08/2006 here in Oz. Please Santa, bring it on!!! Patience is a virtue It's 4:57 PM here in Adelaide, Australia.. I've been waiting since 2:00 PM for the download and it's still not out! Probably the same place you left the Holy Grail! Hmmm... the holy grail is here on my desk. Btw... it's "tomorrow" now... EvilOneSD wrote: Hm ...Show All
ahmedilyas Performance Question
I have had a question recently related to instancing and batching draw calls. I would like to know which way is generally the fastest. I have seen the shader instancing example in the dx sdk however i was not totally wowed by it since it the vertex declaration required an extra tex coord that simply acted as an index into the vertex buffer for transforms etc. I relaize the speed gain was nice though. I was wondering if you have a single vertex buffer with one instance of the model data inside of it where is the common performance hit if i want to draw a hundred cars is it in the drawindexed primitive call or the setstreamsource call I have had some people tell me to just use one vertex buffer and batch the models to use on draw c ...Show All
Chris Reiff Vista 5728-16387
Warning The Direct3D 10 version that is included with Vista 5728-16387 is not in sync with the August SDK. The runtime is not able to load the reference rasterizer because there is a version conflict. For Direct3D 10 development stay with Vista RC1 5600. Is the directX sdk currently included in the vista build Just wondering ... if current hardware doesnt support any hardware rendering for dx10, where and how is directX 10 used in vista The SDK contains the additional debug layers, D3DX10 and the reference rasterizer. Vista itself contains the core runtime. Unfortunately if the runtime and the reference rasterizer don’t match nothing will work. ...Show All
japt Configuring build options
Hi, Since upgrading to Beta 2, I started noticing my builds are taking longer. A quick look at the Output window revealed one reason: all the projects in my solution build every time. I'm pretty sure this didn't happen in Beta 1. At the moment, I've got three projects in my solution. Two of them are reliant on (have references to) the other one. I'm mainly working on just one of them and am only modifying source inside of it, yet every time I build, it rebuilds the other two projects which have been unmodified since the last build. The project that I'm actually working on has absolutely no references to one of the two others so I can't imagine why it would build that one. I don't know much about configuring this stuff in GSE, but I'm prett ...Show All
dagfari How do I work with windows Forms (using C++) and Directx (9)
Hi, I need a help!!! I need a example what show me how to work with windows Forms (using C++) and Directx (9), step-by-step, since declarations until how I create a form and draw inside it a line or other picture, I need a example what make this, if someone can help me..... Tks......... Here's my class that creates a D3D device and lets you use Present() into a form. Check SetupDevice() for how to get started. using System; using System.ComponentModel; using System.Collections.Generic; using System.Diagnostics; using System.Text; using Microsoft.DirectX; using Microsoft.DirectX.Direct3D; using System.IO; namespace EditControls { public struct SceneCamera { public int Color; public bool Grid; public bool Orthographic; ...Show All
polymorphicx Creating a terrain using ContentPipeline and XmlImporter (or a custom importer / processor)
Here's my situation: I want to create a text file describing terrain attributes, like heightmap file (raw or an image format), colormap, detailmap and splatting maps. Only the heightmap file and format will be required in this file, so the colormap, detailmap and splatting maps are optional. I then want to add this file to my XNA game project and have it pack a .xnb file containing this data. Ideally, when I do this in my game's LoadContent method: Terrain t = contentManager.Load<Terrain>(@"Content\Terrain\Test"); I should get the terrain object back ready to use, with whatever options I set in it. I couldn't get custom importers and processors to work, so I'll come back to that later, but I did get XmlImporter working with ...Show All
LarryETL Radiosity Light Maps Generator
Hello, I wish to light my worlds (about 200k triangles) with light maps computed by a radiosity processor. However, radiosity calculation is incredibly slow for medium/large worlds and so acceleration technique are needed. Computing lightmap on the GPU is a way to speedup the process, but I haven't found any far decent tool on internet (I have tried FSRad, but run on CPU and can't handle so much triangles). Any suggestions Thanks. P.S.: XNA include tools like this Hi, Lightsprint computes radiosity on both GPU and CPU, and has no problem with 200k triangles, however it is commercial. I don't think full-scene real-time radiosity light-map generation is possible on curre ...Show All
galbox20 XACT Project Converter
Howdy, After days of trying to track multiple wave banks, sound banks, and cue relationships I got rather pissed off. So I sat down and wrote up a Converter that converts the XACT project file into XML that I can query against to find all the information I need. I am using different versions of this to generate reports showing relationships and usages, track the files and folders involved the in project, and even serialize pieces into an XNA game to load sound and wave banks as well as cue names. So I thought I would share the base project. XACT Project Converter Take Care, Near ...Show All
ImagineNation Reference Device
Hello out there... I tried to get the GraphicsDeviceManager running as ReferenceDevice but it don't works. I've done it like its described in the help files and like ive done it with beta1 but both ways dont work. When i run it on a pc without a compatible GraphicsCard i allways get an Exception but none of my overrides nor the PreparingDeviceSettings are called. Any idea Try moving this line to the Constructor instead of the Initialize event as the doc states. It worked for me. graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings); Unfortunately I can only get it to work for Sprites, not for my custom effects files. I still get the "Need val ...Show All
Michael_P2234 How to get amount of free/total local video memory?
Current properties and methods (HardwareCaps.VideoMemoryTotal, Device.AvailableTextureMemory in April 2006 SDK) are returning local+nonlocal amount of memory. Is any way in MDX how to get amount of local video memory only Thank you, mikrogen Not through Direct3D - micro-management of such resources is left to the driver (as well as being a non-trivial equation anyway) and the application developer doesn't really need to know any more specific information. Bare in mind that the values used to market graphics cards aren't always that relevant to the application using them. A lot of them are twisted and distorted by marketting departments just to beat the rival... I've not personally tried it ...Show All
