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trezeguet Animated Meshes in XNA
Well, I finally did it... I got skeletal animation working in XNA. It's only missing two small pieces now. 1) Blending between multiple bones. 2) Direct manipulation of the bones. I'll be cleaning up the code to try and give some more source code away. Although I don't know how successful I will be due to the fact I had to use my own proprietary format to get all of this working and I don't know how difficult it would be supporting that as well as the mesh code. Plus theres that whole thing about it being obsolete once the content pipeline is released. Visit my blog for some video. http://kukyona.blogspot.com/ Very cool, man. That's quite an accomplishment. Does it support bone weights or is it just p ...Show All
Vishal_pai GameComponent designer
Would it be possible to add support for a GameComponentCollection in the designer for GameComponent Perhaps it would make sense to do this by creating a new class analogous to UserControl in windows forms, or even creating an IGameComponent so that a collection isn't required. It would be pretty easy to implement myself, but I think it would be best done as part of the framework. I think it would be handy for things like a state machines, so you could aggregate components in a state component and still have access to the designer. While it would be cool to design a running application like with windows forms, I can see how it's probably not going to happen. I've done similar things with Direct3D on w ...Show All
furjaw XNA without game studio
Hello, I have visual studio 2005 installed and I was wondering if I can use XNA alone with Visual Studio 2005 without installing c# express. If I can, how do I do it. thanks. Just reference the XNA assemblies and use it like any other library. Thing is, you won't be able to use the content pipeline as it integrates with C# Express. However I saw someone on here that made a standalone app that processed content - you might look at that for use in your toolchain. Also, you cannot deploy to the xbox unless you use the game studio express stuff. For windows-only stuff you're not limited to C# and C# express, it's just that you get to use some of the more convenient tools that the XNA guys made. ...Show All
Dietz Lock texture level and write data to stream
Hi, Is it possible to lock a texture at a certain level and then write its data out to a BinaryWriter Thanks for any help, -Dave Yea its reading perfect and works fine when rendering, the byte position i get the error is at 32768 so it must be coming in right. Excellent i see what you mean now. I have been working on it and when i try and write the data from one stream to the other i run into an access violation error. The streams length is huge, just for a simple 256x256 dxt1 texture with no mipmaps. Its length is coming in as 2147483647. Heres the code im using... BinaryWriter bw = new BinaryWriter ( File .Create(file)); gs = textures ...Show All
GrandpaB PC deployment in a single download. (Minus framework download)
I have not seen this posted since the 1.0 release. I really want to be able to get games into peoples hands with the least number of steps.. Downloading the framework is one more step I do not wish the less technically inclined to have to deal with. Has there been any more information released on the future prospects of being (PC SIDE) able to have a deployable game that does not require the download of external libraries ( The XNA framework ) Thank you and sorry if I missed a post on this. Jon Watte wrote: Easiest is to use the re-distributable installers for .NET 2.0 and XNA and DirectX, and put those installers into your game installer. Then chain out to those installers, in "/silent" mod ...Show All
Sondre - MSFT Regional Director LoadContent/UnloadContent Interface
I'm working on making a solid start to my scene manager game component, and for the nodes I want different levels of components such as an UpdateableSceneNode and DrawableSceneNode. My problem is that I can't seem to find the interface which defines LoadContent and UnloadContent. Is there such an interface And if not what is the process of properly creating these in my nodes You can extend DrawableGameComponent and override LoadGraphicsContent and UnloadGraphicsContent. personally i would make a scenemanager base object that inherits from drawable component and have it's own render queue that gets rendered in it's draw method. The scenemanager could have a reference to your current scene. Al ...Show All
mr4100 XNA in Internet Explorer?
I was surprised to find out that XNA doesn't work in Internet Explorer as a WinForm Control. I know I must be smoking crack, but somewhere a long the line I got the impression that XNA would enable a 3D environment in Internet Explorer. If we can put Ink on the Web, http://www.code-magazine.com/Article.aspx quickid=0512062 , then I think we should be able to put a 3D environment on the web as well Anyone know of a way to get XNA or Direct X working as an element of Internet Explorer Thanks, Johnny yes you need a webserver remote or local yes i have allso converted to xna and is works i can all so run xna inside media player like a plugin ha.ha.ha i have to clean up the source for xna a ...Show All
Susan S Direct3D Flickering Issue
Hi there, I am having some problems with my screen flickering when I redraw my scene. Below is my code ... private void tabPage16_Paint( object sender, PaintEventArgs e) { //clear the direct3d device this .mDevice.Clear( ClearFlags .Target, Color .DimGray, 1.0f, 0); //send the scene info this .mDevice.BeginScene(); this .mDevice.VertexFormat = CustomVertex . PositionColored .Format; this .mDevice.DrawUserPrimitives( PrimitiveType .TriangleList, this.mVerts.Length / 3, this.mVerts); this .mDevice.EndScene(); //paint the scene info this .mDevice.Present(); } private void tabPage16_MouseMove( object sender, MouseEventArgs e) { ...Show All
Simon Dahlbacka Humorous but somewhat serious question about XNA
Microsoft has claimed the Nintendo Wii as a "kids toy;" however, if XNA can produce graphics and push performance up to what the Wii is capable of handling (games like Half-Life, Sims 2 from most XNA performance claims), does that mean that XNA is a kids toy too To me it just seems like DirectX on steriods, I dont think much is lost, and quite a few cool things have been gained. I do not understand the question perhaps, but XNA can be as serious and hardcore as you want it to be or it can be simple and easy. I think that is one of the nice things about XNA; that it takes very little to get started, to get a 2D character bouncing around. So if you are asking if XNA ...Show All
mirandol 2D graphics and how to do a simlpe put pixel ? (old school style :) )
Hi people, i have installed XNA with c# and thats its seems to be a pretty good tool but there's not so much documentation for the moment. Im actually seeking on how do a simple putpixel on the screen, i was thinking on creating a Texture2d object then set some data in it and finally draw that texture to the screen but im quite lost on how to create the texture, i ahve tried to create one but i got an exception error on the rutime. Any help would be really apreciated. Thanks, Nicolas Hi, thanks for the tips and code, i was thinking of something quite similar but i've got an InvalidCallException exception when creating the Texture2D. I'm really new at c# and xna , i dont have a clue of whats going wrong. ...Show All
Papadog XBOX 360 Dev Info
Where do I go to get XBOX 360 development info, specifically: 1) details about the Xenon processor, that would allow me to design code to maximize performance 2) an SDK that I can use with Visual Studio, that does not cost me a fortune. I don't care about publishing games, I just want to make games for the XBOX 360 - just for my own interests. Thanks... In general you don't.... see this previous thread http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=347061 XNA Framework allows you to run code on a 360, though full details of exactly what that means are not public and the API is not even at beta stage. The next announcements are expected at gamefest One other thing of interest though is that the previo ...Show All
NumberKruncher Game Studio Express (Beta) Download (doesn't work)
doesn't work when i install. it says something like don't know error & contact the vendor. please help me cause this is the 10 time i've downloaded the package and doesn't work ps1: i installed visual&net 2.0 so pls pls pls help me out. ps2: sorry for my english cause i'm not native english Moving the thread to the GSE Groups. Can you post the exact error message that is displayed Make sure you have visual c# "express" installed before you install xna. ...Show All
Coroebus Scrolling a 2D Background
New tutorial on scrolling a 2D background on my site XNADevelopment. This is the quick and dirty approach. It covers creating the project, adding images to the project and scrolling those images horizontally in a continuous loop. I've posted the tutorial and the source code if you're interested. So far, I'm SUPER impressed with XNA development and just how easy it has been. The support from the XNA developers in the forums here has just been outstanding. These guys are really going over and above helping out all of us XNA newbies as we struggle to fly and learn the ropes. I'm also just amazed at the variety and number of tutorials being put up each day by sites in the community. If you haven't been to these sites yet, I highly recommend th ...Show All
mbutcher Garbage Collection
Hi. I'm not a game programmer yet but I'm a programmer. I have been learning computer graphics (opengl) at school and while I was talking to one of the professor was referring to Java as the main problem is that the garbage collection does not permit it to be real time. I know that the .net framework which I use quite often has garbage collection as well. The problem with garbage collection is that you (the programmer) does not know when it will happen. My question are 1) Is Xna going to have garbage collection and 2) if it will have garbage collection, wouldn't this make a video game slow thanks Francisco There is information about the XNA Garbage Collector over that Rico Mariani's Performance Tidbits . ...Show All
mrmckeb Quake XNA update
Since the XNA 1.0 release I have been quite busy at first trying to run stuff on my XBOX360 and then doing the jump to a fully working port of Quake (best deathmatch ever!) So after 3 week of hard part time work on this I can now see something that look not too bad =) The lightmaps still have issues but I'm quite happy of the result so far. Before starting I had a good knowledge of C# but I my C/C++ skill are still far behind but enough to understand what the Quake code was about in most case. This is my first 3d engine ever but in RL I'm an animation TD for a major game publisher, meaning that I do understand quite well what I had to do and how to do it. So far I'm having a really good time using this and I don't have much to complain abo ...Show All
