Answer Questions
Lee John Physic Based Games?
Would I be able to create Physics Based Games on XNA For example a game where you can move around objects and also, could I make my own map on Marble Blast Ultra What do you mean physics based You can make whatever you want, physics wise. You need to code it yourself, though. I was aware that XNA is not just a drag & drop game builder but I thought I can learn what I can do all by myself. Right mow I am thinking again about buying the subsription but still Torque X comes with it (well does it). Two more question and hopefuly the last, can I edit maps for Marble Blast Ultra USING Torque X Would I be able to make a physic based game in Torque X and is the 3D version of Torque 3D Game Builder close to a drag and drop game-bu ...Show All
Michael Per Shaders without effects on the 360
According to the documentation, functions such as ShaderCompiler.CompileFromFile are only available when developing in windows. Does this mean that you cannot compile a shader without an effect on the 360 In order to incorporate an xna rendering mode into my engine, I really need to be able to do this. Yes. The content pipeline code all runs on Windows at build time. Ok, I actually found the documentation in question, but could use some clarification. The PixelShaderProcessor class there actually uses the windows only ShaderCompiler.CompileFromSource method. Is this class used at build time to compile the shader in windows, prior to sending the now compiled shader to the xbox ...Show All
S.Jan Drop Texture Problem?
Hi all, How to drop texture I tried texture = null and texture.Dispose(). But can't drop the texture. Best Regards. What do you exactly mean by: "drop texture" What do you expect to happen How are you measuring this Dispose is supposed to release the actual device texture, so why do you believe it's not working I want to free memory. ...Show All
Drudkh Is Memexport currently exposed on XNA?
I know thats a very specific 360's feature, so its probable not avaiable on v1. But, is it ever going to be exposed on Xna framework Going by Ms's Gamefest slides, memexport can be a HUGE win in certain spots, like skinning meshes... I don't think memexport will ever be available in XNA, because it could potentially be a huge security hole if used maliciously. ...Show All
GoDaddy Windowed Graphics Scaled?
Hi, I'm running an application in 1280x1024 - same as the native resolution and desktop resolution for my monitor. When I run it in full screen, the background image is displayed as it should. However - when running windowed at same size, it seems to scale the background slightly, and it seems the window's exterior is 1280x1024, but the client area is less Does this seem correct, and any ideas how to handle this, so it also looks good in windowed mode How are you displaying the image IIRC, you can't create a window larger than the desktop dimensions, so Windows scales the window down to fit. If you request a client area of 1280x1024 on a 1280x1024 desktop, Windows will scale it down so th ...Show All
Jan Byvaly Error 1920 - failed to install DX sdk
"Error 1920.Service DirectX Debug Service (DXDebug) failed to start. Verify that you have sufficient privileges to start system services." When attempting install of the Direct X sdk - this question has been asked on this forum before but the solution presented did not work for me - Info - I'm using a games development PC, which has a ton of old software on it. I reinstalled Microsoft Visual C# 2005 express edition. No luck, same error on sdk. On my machine is something called Microsoft Visual Studio .NET Enterprise Architect 2003 - so I tried reinstalling / repairing that and after a while it asked me for a disk for a resource. I have no disks to go with this software - do I even need this Enterprise Architect software on ...Show All
god_of_coolness Texture2D init problem
Hi People, i'm trying to create a blank Texture2D but it crash on an InvalidCallException and i really dont know why, here's the piece of code : try { buffer = new Texture2D(graphics.GraphicsDevice, graphics.BackBufferWidth, graphics.BackBufferHeight, 0, ResourceUsage.None, graphics.BackBufferFormat, ResourcePool.Managed); } catch (InvalidCallException exception) { } i have tried multiple things but none have work, any help would be greatly apreciated Thanks Have you tried a 1 for numberLevels instead of 0 With a 0 my small little program crashes, too. Hajo Thanks Osrandil its working ! ...Show All
jbreaux Joystick Values not correct
Hello, I have a DirectInput code which reads values of a joystick. The code works fine but I have noticed that the value for the throttle (slider) axis is wrong until the player moves the stick. For example, the game starts and the throttle is set to 60% but the rglSlider field in the joystick structure returned by g_pJoystick->GetDeviceState is 0 . Is this behaviour normal How can fix this Thanks in advance, MDE I tried it with a Sidewinder Force Feedback 2 and it also seems to work properly, or at least with the control panel it does. The Precision Pro is apparently some weird game port and USB hybrid, so maybe something is up there. I don't know of any way of forcing the joystick to send an up ...Show All
Highflier64 Coordinates of mesh
Hi.. I create a mesh with loading from a x.File How can I set/change the coordinates of the meshsurface thanks Check out http://msdn.microsoft.com/coding4fun/zman/zmanTextures/default.aspx In this article I modify the normals for a mesh but you can use the same code to modify the coordinates. In a mesh you have a Vertex Buffer and an Index Buffer Each vertex in the Buffer is defined with a FVF (flexible vertex format) So sometime you only have x,y,z value Most of the time it comes with u,v value for the texture coordinate and with a color value (diffuse color) Some time you get a normal vector also You need to know the FVF of your mesh Then when you lock a pointer to t ...Show All
Srikanth Bogadapati Procedural Texture2D = Blurred Texture
In my application, I am procedurally assembling a texture from a non-standard data source. When I display the texture at a 1:1 ratio, the image is blurred considerably. I am assembling the same texture to a GDI+ picturebox directly next to this, and its crystal clear. The difference is one is assembled to a Bitmap while the other is assembled to a Texture2D. The code is otherwise identical; indeed, they are assembled at the same time with the same code. I seem to recall encountering the same problem when I started using GDI+ a few years ago, but the solution I used then is not coming to me (and likely would not work here anyway). I saw in another thread a mention of setting Min, Mag, and Mip filters to Point t ...Show All
Salvatore Di Fazio A potential bug in the XNA Framework ?
On two separate occasions my XNA application has crashed because of an AccessViolationException thrown from Microsoft.Xna.Framework.dll!Microsoft.Xna.Framework.Graphics.Texture2D.GetSurfaceLeve(int level = 0). The exception is being thrown when I try to change the render target. Both times the error has been thrown it was after about 5 minutes of running the application without any problems (and on the same line). The second time I kept moving the mouse around and was using the computer to make sure it wasn't an issue being caused by my screen saver. I am not making any native calls into anything except QueryPerformanceTimer() and QueryPerformanceFrequency() which are being imported in a separate class using PInvoke. Render Targets: m_posi ...Show All
Paulson Abraham What Is The First Step In Game Development?
Dear, I Decided To Use C# And XNA. Now What I Have To Do Do I Have To Learn Some Books Or What Plz Tell Me. Also see http://www.gamedev.net/reference/start_here/ Thx Alot For These Usefull Links. But Man, Do I Have To Start Developing 2D Applications Before 3D Dont have to no. but programming in 2D first helps get a lot of the graphical constants straight before jumping into 3D. From some orriginal help and resources before XNA came along, it is good practice if your starting out in game programming is to try and do some simple projects end to end (design,program,test,package,document and deliver), this hasn't really changed for XNA it has just stripped sme of he cmplexity from the rogram ...Show All
kiran1234 Communicating with C++ DLL
Hi, I am having some C++ code written that will create a triangulated model for me. I will be rendering this Model in managed DirectX , so I need to decide what is best way to communicate with this code. I will be using a Vertex and Index Buffer to render the model. The choices as I see are: 1) Use C++/CLI. Performance of the Model generation is of the utmost importance. As I understand it, with C++/CLI we can retain the power of native C++ but as the DLL ultimately created from the code will be managed, we can do what we want to communicate between assemblies. The author has no experience of C++/CLI, but may consider going this root. 2) Use Platform Invoke to communicate with a completely native ...Show All
MRYHMLN Welcome to the Performance forum!
Such a great idea! There has been a lot of concern about performance between Managed and Unmanaged DirectX applications, considering I'm both a C# and C++ developer, which language should I pick in order to start getting around the DirectX9 API I've been able to take a look to both DirectX9 versions and during the process I've been able to do a couple of small games composed by a single and simple 3D scenario, even though they're not fully productive at all considering they're just samples, they work pretty well, however perfomance concerns came up, and I can definitely see it's much faster to go on the .Net managed enviroment due to the automatic mememory management and type safety, but on the other hand unmanaged DirectX seems to ...Show All
ygermain Stuck with Express only release...
It is ok for me that XNA is intended for Express... but why is the Managed DirectX 2.0 dicontinued I ported all my code to MDX2.0, I plained to move to XNA as soon as possible. But I cannot change yet because I'm using Source Safe to work at several places, and there is no SourceSafe integration in C# Express... And I cannot run my current version because MDX2.0 launches an Exception at startup. My only option is to port back to MDX1.1... but I really don't want to have all this extra work to just port it to XNA in a few month... During this time I'm stuck. Or I have to move to express, without SourceSafe and Resharper. My work will slow down drastically and I have already only few time to spend on it. Could you just re-releas ...Show All
