Answer Questions
Bharat Gadhia Decompilable?
How easily can the games compiled with XNA be decompiled I know .NET and C# can be easily decompiled, so I'm just wondering. There are C# assembly encrypters out there... assemblylockbox for example. Just go to google and type encrypt assembly c# that should pull up something useful. For a start I'd say grab a copy of the .NET Reflector and take a look at your built game files. You could also look into obfuscating your assemblies. It won't stop people from looking at the IL (and in turn, have that reverse engineered into a higher level language), but at least it won't make any sense to them :-D Looks like decompiling will not be an issue at first Q: How exactly can I share my ...Show All
Ti SDK won't compile on VS2003 -> Syntax error in D3D10.h
When I try to compile the code from Tutorial 01 that comes with the October SDK in VS2003 it gives the following errors; i:\Program Files\Microsoft DirectX SDK\Include\D3D10.h(818): error C2061: syntax error : identifier '__out' i:\Program Files\Microsoft DirectX SDK\Include\D3D10.h(822): error C2061: syntax error : identifier '__in' i:\Program Files\Microsoft DirectX SDK\Include\D3D10.h(826): error C2059: syntax error : ')' What do I need to do to resolve this problem Thanks. I haven’t try it with VS 2003 so far but the last windows SDK could help to solve this problem. Even if you get the compiler working, you cannot execute DX10-linked libraries under Windows XP. DX10 libraries require Windo ...Show All
RasmusChristensen Triangle strips Vs. ordered index buffers
Triangle strips are fast, but why exactly Is it because they never have a cache miss, or is it because the cards have some special optimization just for triangle strips (and fans) If I, instead of a triangle strip, have a vertex buffer and en ordered index buffer so that the indices mimics the order of a triangle strip, will this be just as fast as a strip .. or is there something else to it I have a mesh where a triangle strip can not easily be built, but I can however order the indices in such a way that each triangle reuses two vertices of the previous triangle. Each primitive only introduces a single new vertex (index). How would the performance be I could test this, but I would like to have a theoretical answer first and then make ...Show All
DavidThi808 XBox 360 hard drive question for MS staff - semi off topic
With all the great new offerings out or coming soon for the 360: XBox Live Video Marketplace, XNA game creation, and the recently announced IPTV, the poor little 20GB hard drive's days look numbered. Is MS planning to release a larger hard drive for the 360 I'm pretty sure that many people (including myself) would be very interested in one. That's fine if you're in the market for a new XBox. I've already got one and don't plan on buying another one. ;) Well it is already possible to connect a flash drive or portable hard drive to the 360 to store movies or films. And the local Forbidden Planet shop near me sells a device called the 360 SATA XTream that lets you ...Show All
Urban Terror target Enlarge a object from a .x file
Hello! I am having a .x file that I use to load a Mesh. At run-time, the object is very small. I f run with the file with DirectX Viewer, the size is OK. I am using this method to load a mesh : private void LoadMesh( string filename, ref Mesh mesh, ref Material [] meshmaterials, ref Texture [] meshtextures, ref float meshradius) { ExtendedMaterial [] materialarray; mesh = Mesh .FromFile(filename, MeshFlags .Managed, device, out materialarray); if ((materialarray != null ) && (materialarray.Length > 0)) { meshmaterials = new Material [materialarray.Length]; meshtextures = new Texture [materialarray.Length]; for ( int i = 0; i < materialarray.Length; i++ ...Show All
duck16 An XNA WIKI Page For XNA Users And Game Enthusiast
Dear All. I thought of starting something and contribute to the community of developers and hobbyist who are going to use XNA so I started an XNA WIKI page for all of you to share your knowledge with other XNA users. And let’s code for fun. I just started the page few minutes ago so please help editing with me as this is a WIKI page so all of us can participate and edit. there is also an XNA forum here :) And www.learn-xna.com will be a good place for info too, cant help it when I have a chance to plug my site, working on getting some videos up this weekend ya thats right but there is no WIKI ;-) ...Show All
IAmKarthy Differences in 3D model loading routines?
If you call up "XNA Game Studio Documentation" and go to these links: ms-help://MS.VSExpressCC.v80/MS.VSIPCC.v80/MS.XNAFX.1033/XNA/UsingXNA_HowTo_RenderModel.htm ms-help://MS.VSExpressCC.v80/MS.VSIPCC.v80/MS.XNAFX.1033/XNA/Math_HowTo_FirstPersonCamera.htm These example programs have different 3D model loading routines. One routine is called by passing the name of the 3D mesh as a parameter and the other routine is called by passing the name of the texture as a parameter. Is the routine that is called by passing the name of the mesh as a parameter better for 3D meshes with two or more texture files I think that there's a problem with the "How to: Make a First Person Camera& ...Show All
ewokian 3D Math
Does XNA include libraries to help with all the 3D math in graphics programming for instance transforms, clipping, collision detection etc etc It seems a good idea to code all the algorithms into a library, that's what I would do anyway. Is this in XNA What I meant was, why should developers reinvent the wheel when it should be in a library. I did quite a bit of math at uni level, but trying to figure out these algorithms is just brutal. Sure you need to understand the theory behind the algorithms though... Even if the XNA team doesn't include this in the framework, the door is wide open for the community to do this with ease. The componentization of things makes this ...Show All
kundalani Collision Detection Cont.
Hello, as some of you may know, I'm working on a collision detection system, and thanks to PolygonSoup, I've gotten a lot further allong. In my tests, speed does not seem to be affected at all by my method of going through every triangle in the level if I base my collision on a single sphere, but I have problems with the collision itself. I used a rough (and horribly incorrect) algorithm to detect if my sphere is even remotely close to the triangle. What I'm looking for is a formula that will tell me the distance between point [X,Y,Z] and triangle [(X,Y,Z),(X,Y,Z),(X,Y,Z)]. After that, I will simply determine if the distance is less than the radius of my sphere. Thank you. Thank you! You're code works pe ...Show All
Jacco Mintjes Space invaders crappy clone is done (Check it out)
Well I finally wrote my first ever game it is a Space invaders clone sort of. Well it only has one alien and you can shoot at it. Screenshot: http://www.buddylindsey.com/XNA/InvadersScreenShot_1.JPG Project Files: http://http://www.buddylindsey.com/XNA/SpaceInvaders.zip Please tell me what all you think. I might see about turning this into a tutorial, but i am not sure anymore because the code looks ugly to me and I don't konw if people want a tutorial with ugly code. However, if people want me to write a tutorial then I will. After pulling out all the extra Batches I would move the Enemy, Laser and Ship into their own objects. Like on the Programming Pong Video. That way it will be easyer to put alot more enemy's on the sc ...Show All
Steve Abel Spacewar .fbx models.
Just me, or are the models used in spacewar needlessly huge in dimenisons and in vertex count In wireframe render mode it's easier to see - the ones with gun barrels that have cooling holes are individually modeled that way - it's not like you can see that level of detail. The flying saucer one has an enormous number of verticies can could have been welded away. I haven't seen anything as to what's 'right sizing' a model for xbox360 but these have got be excessive for the level of detail that's shown in game. So far my complaint with their models isn't the complexity but the sheer size of them. For my game I had to write a custom processor that scaled them down by .01 to even start to get the size I would need. I guess, though ...Show All
Stokh Changing sprite origin from top-left to center
In the XNA help I see the following: The origin is a specific point on the sprite—by default the top left of the sprite (0,0). How do I change the origin to the center of the sprite Is this something that is done in the DirectX Texture Tool Thanks in advance! for the origin you will to make a Vector2 by using the X and Y as (sprite.Width / 2) and (sprite.Height / 2) respectively. And that wll give you the center of the sprite. :) If you are having problems with collisions afterwards then i suggest you look at this post. http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=728632&SiteID=1 When you draw your sprite, the following overloaded method can set the origin of your spr ...Show All
joynerCN Farseer on the 360
I made a simple physics demo using Farseer in Windows but I'm having a bit of trouble converting it to the 360. I created a 360 project, added all my code and the FarseerGames.FarseerXNAPhysics.dll to the references but when I try and compile the project I get errors such as... Error 1 The type 'Microsoft.Xna.Framework.Vector2' is defined in an assembly that is not referenced. You must add a reference to assembly 'Microsoft.Xna.Framework, Version=1.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d'. C:\Documents and Settings\Louise\My Documents\Visual Studio 2005\Projects\PhysicsDemo\PhysicsDemo\RigidBodySprite.cs 41 19 PhysicsDemo and Error 2 Cannot implicitly convert type 'Microsoft.Xna.Framework.Vector2 []' to 'M ...Show All
Peter ebSms How do I load a 3d mesh (.x file)?
How do I load a .x mesh into my scene The space game seems to use its own format (which it names .swm), and there's nothing in the help. I've been scanning through through the classes in the Framework namespace, but I can't see anything obvious! Is .x the recommended format for objects like this (If not, I change my question to be about the recommended format :D) If anyone knows anywhere that has some nice .x meshes I can play with, that'd be cool too. The only one I have lying around is a chair, and that's going to look a bit funny running around my game :D Zumwalt wrote: So basically what you are telling everyone is don't bother with the SDK at the moment because it is pre-alpha still a ...Show All
Malleswar Mesh Subset Collision Detection
I have a world with many Mesh Subsets, loaded from a .x file. How do I know exactly where (XYZ) in world coordinates, one specific subset is I want to somehow loop through my subsets to check for collision detection with my character, which has a bounding box. My program is in native DirectX. Hi Thanks for your good and lengthy explanation. I did just what you were suggesting and it works great. However, after searching the internet for a Direct3D specific implementation, I couldn't find any sample or other info except for the "ray picking" samples. So I will show my code here: matStart = camera.viewMatrix; // gets the current view matrix stored in the camera class camera.move(cameraVelocity.x, 0.0f, cameraVelocity.z); // ...Show All
