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ctsand Are Visual C# or Game Studio buggy?
I sometimes am experiencing the following problem: when I start a program within the IDE and it throws an exception, then I cannot save any files and I get some error messages that there is memory Another question I have: will Game Studio Express support shader development in the way that Render Monkey or FX Composer do or in any other way I'll post more information next time when I get this error. It doesn't seem to appear everytime, because before I've made this post I tried to replicate it but unsuccessfully but it happend to me a few times. So the XNA content pipeline won't support shader development As for your first question, please file this bug on connect. Any ...Show All
Dottj Per vertex fog (Custom Effect)
I just want to make a simple per vertex fog with XNA, I thought, it will be easy, but... The problem is: if I set everything correct (I think), only the objects get the fog, not the scene/ screen! But why I set this parameters: FogEnable = true; FogColor = 1.0f; And I use the FOG semantic in the vertex shader: OUT.FogD = saturate( (fFogEnd - d) / (fFogEnd - fFogStart) ); So why happen this Here is the code, if it's needed: Code (txt) I think thats correct, only the meshes you apply the shader to will get the fog. And even if I try with the XNA part doesn't work: m_graphics.GraphicsDevice.RenderState.FogEnable = true ; ...Show All
Nonu_k LoadGraphicsContent - Is it right to load ALL graphics content at the start
Hi everyone, I'm just starting with XNA GSE and working on my first game. One thing that is puzzling me though is the LoadGraphicsContent. It seems in all the tutorials I've seen that everyone loads every single graphics resource inside this one function. This seems wrong to me for two reasons, the first is that surely this isn't the most memory friendly way of doing things. What if I have ten levels on a game all with different graphics, I only need one levels worth of graphics to be loaded at any one time so I don't want to hold the other nine levels graphics in memory. The second reason is that if there are a lot of graphics resources this function is going to get very large, I would have thought it would be better to load the content ...Show All
JohnYG C# Performance Problems
Hi, I recognized, that my framerate is very bad in comparison with some C++ examples. After removing all "catchs" in the render-methods i got 100 FPS instead of 20. Exceptions seems to be really, really slow. Are there some other performace problems in C# which i have to have in mind If some fields need to be accessed a lot but only by the classes in your assembly make them internal and let classes directly access them instead of through properties, because encapsulating them adds a small amount of needless overhead. I would like to know if this is really true, as I was thinking this also, after a small test of field access vs property access, I found field access about 3-4 times fas ...Show All
Wahl04 Video/Animation Playback
Hi, I'm currently writing a library (for XNA/DirectX) for animation/soundless video playback, and I have a few design questions for the pros out there if you don't mind answering them : I'm having my animation class inherit from game component, and update the frame depending on game time in the overriden Update method, and render it in the overidden Draw method, but even when I preload my textures to render, playback is choppy. Not sure exactly why, but I notice this only when I have significant number of frames (I noticed it with 100 frames, but *not* with 10/15). This problem may be linked and solved by the 2nd point, so please read on. When I preload all the textures for the frames in the animation (and the no. of frames ...Show All
MatthewFisher Game Development Team
Looking to get a few people together to create a Worms / Scorched Earth clone. i have people doing art. the game will essentially be a physics game. and alot of fun physics related effects I have coding and problem solving skills, along with audio. ive been doing Dev now for roughly 3 years in C#. just getting started within the last month or so with XNA. if you are interested, mail me at N3Solutions@Gmail.com As you are looking for a team and not really asking a question obout a problem you should really mark this as a comment and not a question. ...Show All
lidiya Learning a programming language AND game programming concepts simultaneously a pipe dream?
I'm tryig to learn C# programming with the aim of creating games, but boy is it a struggle. I think the stumbling block for most people (and I include myself in this group) whose primary interest in programming is games related, is that a large conceptual leap is required between document-based programming and real-time programming - and there simply isn't any sufficient discussion or tutorials explaining the fundamentals of the concept to ease the transition. The basic problem is anyone who starts out learning a language like C# pretty much finds themself with nothing but books teaching the language from the perspective of programming forms, event-handlers, interacting with controls and basically looking at exer ...Show All
Amid Where do I start?
Hi Guys! I have been coding in C# for 3 years now. But I only wrote Windows and Console Applications. Where do I learn DirectX game development ~Matt Be aware that Game Studio Express is targeted mainly for XNA users instead of DirectX. XNA does not have all the features/API libraries of DirectX at the momment. So, if you are only interested in DirectX, install GSE, and ignore the GSE specific Starter Kits. XNA is managed, so it's pretty easy to use and get into. You might want to play around and see which direction you want to go. I'd have to recommend installing Game Studio Express and going through the many tutorials the community has put out as well as all the tutorials that come with it ...Show All
GaiaGeeks KeyEvents?
Is there no functionality for getting KeyDown/Up messages in XNA as well as gamepad button down/up messages If you just get the state of the keyboard once a frame, if the framerate slows the input will become unreliable. Create a new thread and: 1. Poll input there and fill into buffer 2. Enter a monitor 3. Hand buffer over to main thread 4. Leave monitor 5. Goto 1. Maybe you can play around with TryEnter in the monitor, and if you can't enter the monitor - just poll even more... Even at 60 frames per second (great framerate). It is still possible to hit a button then a second button within 1/60th of a second and (especially in a fighting game) you can't miss this input (or the order that it was in ...Show All
Maryam HLSL: PS_1_4 and division
Hi, I have a little problem with a water and mirror shader. It is a really simple one. I want to calculate the reflection vector (for a single mirror view texture) in the pixel shader instead in the vertex shader to avoid errors that comes from the linear interpolation. VertexShader: Out.Tex1=Out.Pos.xyw; //the transformed vertex position PixelShader: float2 coord=0.5*(1.0+In.Tex1.xy/In.Tex1.z); //calculate the reflection vector return tex2D(sMirrorTex,coord); thats all. It works perfect in PS_2_0 but not in ps_1_4, the problem is the division (In.Tex1.xy/In.Tex1.z). Is there any method to do that even in ps_1_4 thx ChrisB There's no reciprocal instruction for PS1.4 ...Show All
Jocker23 Questions about using xbox 360 controller on my pc.
I have a few questions about using the xbox 360 controller on my computer. first of all, on the "how to test the xbox controller for windows" help page, it says when you run "joy.cpl" it should give you a game controllers window that says "xna gamepad", mine just says gamepad (controller), does that matter i want to set my controls so that x = button1 instead of 3, a = button2 instead of 1 and b = button 3 instead of 2. is there a way to do this i've been playing madden 2003 with the gamepad and some issues i've had is that the controls keep resetting and won't stay the way i want them to. it also won't let me configure the right trigger and left trigger in the game, it doesn't respond when i press them. are t ...Show All
LalitBoliya What happened to the dragging and dropping?
What happened to the dragging and dropping of game components in GSE Beta 2 George Clingerman wrote: . This does not mean we’ve removed game components. They are still there (and improved – more on that later) Is it later yet Anyone know of any good tutorials that walk you through writing component logic with lots of nifty properties. The blog was for Beta 2. Has the design model been re-implemented yet No, it's not later in that regard. Beta 2 games work almost exactly like 1.0 games. Every Beta 2 sample I have works in 1.0. The XNA Team Blog discussess that in detail. You can ...Show All
InquiringMinds How to draw a Rectangle in XNA
Guess the subject covers it.. how do you draw a rectangle in XNA I just started using XNA about 2 weeks ago so i still haven't get used to it yet. any help would be really appreciated.. To draw "true" 2d primitives, you can make your own vertex format that uses vector2ds and then use either your own shader or BasicEffect. This seems unnecessarily complicated for a beginner though, when you can just set the z value to 0. How about something like this Fluxtah wrote: you can always use orthographic projection matrix projectionMatrix = Matrix .CreateOrthographic(ScreenWidth, ScreenHeight, 1.0f, 100.0f); lol, whenever I get stuck and post something I find the answer ...Show All
ar_pad DXUTmisc.h - C2300 compiler error
get some error,it's like this when I include all DXUT File,and run application the DXUTmisc.h e:\TemplateTest\DxTest\DxCommon\DXUTmisc.h(829): error C2300: 'System::Enum' : class does not have a destructor called '~TYPE' e:\TemplateTest\DxTest\DxCommon\DXUTmisc.h(99) : while compiling class-template member function 'HRESULT CGrowableArray<TYPE>::SetSize(int)' with [ TYPE=D3DMULTISAMPLE_TYPE ] e:\TemplateTest\DxTest\DxCommon\DXUTenum.h(70) : see reference to class template instantiation 'CGrowableArray<TYPE>' being compiled with [ TYPE=D3DMULTISAMPLE_TYPE ] e:\TemplateTest\DxTest\DxCommon\DXUTmisc.h(829): error C2300: 'System::Enum' : class does not have a destructor called '~TYPE' what the ...Show All
Cobaia )
I have a series of 2D coordinates which I'm wanting to multiply by a 90 degree rotation matrix to calculate their new positions. The coordinates are values such as 0,0 -1,0 1,0 and 1,0. I've seen two constructs in the XNA framework which might help me but I have a couple of questions I'm hoping someone can help me with. I'm thinking the best way to do it is to store my coordinates in Vector objects such as Vector2 myVector = new Vector(0, 1); and then multiply them by a Matrix object which is a 90 degree rotation matrix. I believe the matrix for a 90 degree rotation to the right would look like this: 0, -1 1, 0 The problem is, the constructor for the Matrix object takes 16 arguments (for a 4D matrix) and I'm not sure how to convert the ab ...Show All
