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Aleniko29139 XNA Games Article in XBOX Magazine.
Congrats to the teams who built iFactor, Eternity's Child, Racing Game, Wildboarders, and Last Alarm : The A.R.G.U.S Complex. All these games have write-ups with screenshots in the lates copy of "Official XBOX Magazine". (Just got it in the mail yesterday) Also in the magazine, details on the next DBP contest. They list the prizes and they are very nice I must say! David Weller - MSFT wrote: (And yeah, the DBP prizes ROCK ) Could you pleeeease stop teasing How abount a sneak preview for those of us who can't wait until Monday and who can't get the Official Xbox Magazine Ask me again on Monday By "R ...Show All
ZhangZJ Fonts
Its seems like there is no font class or any other text rendering class included in XNA. Now i have tried different font samples i found on the internet but none of them fillfill my needs. They are all bitmap based font renderers ... i have no problem with that at all, but non of them have text parameters, like font size, bold, italic, ... that kinda stuff. Whats the best way to create this. Is it possible to mix xna with the normal DX SDK Moo_Ger wrote: Hi, there is a good way, in my eyes: http://www.ziggyware.com/readarticle.php article_id=44 Didn't know this solution bevor. Greetings Moo I tested that one, but its very limited http://blogs.msdn.com/garykac/archive/2006/09/23 ...Show All
ahmedilyas Is texture shader access available?
I've been looking for the Xna.Framework equivalent of Managed DirectX's TextureLoader.FillTexture and can't seem to find it. Does it exist Is there some other way to access texture shaders from XNA Should I request this feature If your goal is to do this work entirely on the GPU, render-to-texture is what you want. Texture shaders don't actually run on the GPU at all: they're just a CPU emulation that can sometimes be convenient, but nowhere near as fast as doing the work on the GPU with a render-to-texture. This post explains the website for submitting official feedback and requests: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=682921&SiteID=1 For your needs, would it ...Show All
Sugan_Dave Infinite projection matrix
Hey guys. I've the last couple of hours tried to implement an infinite projection matrix without succes. So I took a step back to see if I could even make some sense of the "normal" perspective projection matrix used by XNA. Normally I used the CreatePerspectiveFieldOfView() method to create the matrix. Here is what I've tried so far. What is XNA left-handed or right This code works but the view aspect is fu**ed up. Anyone who can clearify or better show how it's in XNA The infinite matrix that is. float Q = drawParameters.Far / (drawParameters.Near - drawParameters.Far); float yScale = 1 / ( float ) Math .Tan((drawParameters.CameraFov) / 2.0f); float xScale = drawParameters.ViewAspectRatio * yScale; infinite.M11 = xS ...Show All
dave68745 How to do a screen fade?
Has anyone come up with a nice slick class that does simple fade-in and fade-out to black screen transitions I started working on one and it continues to get more complicated and was curious if anyone else had already done this. If you have are you willing to share your code, or explain how you approached it Thanks. Mike I was working on something like this this weekend. I'm only writing a 2D game, but if you're using a 2D HUD over the top of your 3D stuff, it should still be useful. I created a "Transition" class that contains an alpha colour, a target alpha colour, a transition speed and a title. I then create a new transition for each sprite that I wish to use a fade effect on, and give it a tit ...Show All
jonathan_ball Alpha blending not working with C# and Managed Direct X 9
Hello, I'm trying to render a 2 triangle strip with alpha transparency. Here is the bitmap loading code, I have tried both methods with no luck: particleTextures[0] = new Texture(device, new Bitmap("alphatest.png"), 0, Pool.Managed); and particleTextures[0] = TextureLoader.FromFile(device, "alphatest.png", 0, 0, 1, 0, Format.A8R8G8B8, Pool.Managed, Filter.None, Filter.None, Color.FromArgb(255, 0, 0, 0).ToArgb()); This is the drawing code: CustomVertex.PositionTextured[] verts = new CustomVertex.PositionTextured[4]; verts[0] = new CustomVertex.PositionTextured(-10.0f, 10.0f, 0, 0.0f, 0.0f); verts[1] = new CustomVertex.PositionTextured(-10.0f, -10.0f, 0, 0, 1.0f); verts[2] = new CustomVertex.PositionTextured(10.0f, 10.0 ...Show All
Tina Nielsen Multi threading in a game (using XNA)
Hello. I am able to create thread and make them exchange information through common objects they know (server / each other reference) Now I would like 2 threads to update a server. Each of those threads takes for inputs a keyboard for one, a mouse for the other one. However, it seems that the thread that listens on the keyboard do not detect events from it. Seems like it is the parent thread that is able to listen to a keyboard event and only that parent thread. How would you do so that a children thread is master over a device even if it does not have the focus Regards, Chryso It is more like separating code. The keyboard / mouse is just a start. Using gamepad is what comes next. And if I want to push ...Show All
Ganesh_shiv Catch the Maximize
So, in our game the user can resize the window proportionally, since we catch the WM_SIZING event... works fine, and DirectX scales nicely (D3D9). But when the user clicks the maximize gadget, then after maximizing, the window resizing is then disabled by windows Is there a way to catch the Maximize event, so that we resize ourselves, or is there a way to 'unlock' the window, so the user still can resize the window normally (IsZoomed returns true) thanx in advance... Sodan2, Just to add to what waruwaru has responded, you would catch the maximize event in your message loop by trapping the WM_SYSCOMMAND messages. I have included a code snippet below to show how this would be done. Thanks. ...Show All
Paul D. Murphy GamePadButtons
Why are GamePadButtons and DPad Buttons spearate, and why are they exposed as a structs instead of enums like Keys are in Keyboard input All properties of the DPad and GamePadButtons structs are of type ButtonState, which makes it impossible to pass the (DPad/GamePad/Mouse)Button in question to an EventHandler because GamePadButtons.A is not a value, it's a ButtonState. Why not merge DPad into GamePadButtons and turn it into an enum. This could technically be extended to merge all 3 forms of input input one and make all buttons Keys (GamePad, Mouse and Keyboard). The Keyboard class allows for some nice generic magic. Here's the part of my InputManager GameComponent that handles keyboard input...it's an event based system that co ...Show All
cislom Starting 3D from 2D
I come from a 2D background and figure that XNA is a perfect chance to start making some 3D programs, one problem: the math and terms involved are becoming too much for me. I'm looking for a resource to simplifiy the 3D process, I went through the nice video tutorials and got my ships moving and rotating; even got them rotating/moving on all three axis (axi ), albeit with some weird behavior. Terrain terrorifies me, I have no idea on any of it. I'm looking more so for explanation rather then code, I followed reimer's tutorials but I found them incredibly confusing; they seem more angled towards someone to play with the code rather then learn from the explanations. Anyway, please if you have any resources share'em with me because I'm con ...Show All
DeamonX Problem with executing two DirectPlay Server under DirectX8 on the same server
Hi, after I've googelt endless hours, I hope I'll find an answer here. I'm using DirectPlay for communication between clients and a server process. No we get troubles with the traffic on the network connection. So I've added a second network card and started the Serverprocess a second time (using the new IP-Adress). But when executing: DirectPlayServerCreate.Host AppDesc, DPAddress an error occured (Automatisierungsfehler / automation error) Here's the code in VB6: ======================================= Dim AppDesc As DPN_APPLICATION_DESC Dim lngErr As Long Call Class_Terminate With AppDesc Select Case mServerNr Case 2 .guidApplication = AppGuid2 'Guid created by GuidGen Case Else ...Show All
C#Geek Microsoft.XNA.Framework.Curve
Hi, I was wondering if anyone had looked at or used the Curve Class yet. I am having difficulty working out how to use it, perhap anyone could shed any light. I was thinking initially that it is a beizer curve type class, but I can't see co-ordinate information for the control points. All I can see is that CurveKeys have a value and a posistion, presumably between 0-1. Is the value the "y" position on a graph and the x is the position. Has anyone any more information that I can read in to determine what to use a curve for. Kind Regards, Paul Kinlan www.kinlan.co.uk Thanks for the reponse guys. It is just that I was looking to see how I can work out the points on a curve. It is okay though, I shoul ...Show All
Kailai Game Components - help!
Hello, I'm just starting out with XNA (and it's the first language I've tried that doesn't include the word basic...) but have found myself a bit stuck whilst trying to use GameComponents. I followed the rather excellent tutorial for creating a tile engine at XnaResources and now have a fully functioning game component that draws & controls my tile map to screen - my idea being to create a simple 2D RPG, but first I want to build a map creator/editor that uses the tile engine to display & scroll the map. So far so good - I've written a (very) basic interface that allows me to enter the name of the text file that stores the map data and then displays it on the screen. But where I've hit a wall is that anything I do in my main game i ...Show All
CCRDude XNA Redis setup failure...
I have a freind I am using as a "beta tester" ... poor guy... anyway... he is trying to instal the redist version of XNA and he keeps getting the error Error writing to file: Microsoft.XNA.Framework.Game.dll Verify you have access to that directory. He is admin on his PC he tells me... Any Ideas He rebooted and now says it says error code 2350 and after the DLL error he hits retry and gets . "The installer has encountered an unexepected error installing this package this may indicate a problem with the package. Error code is 2350. strange. I have no idea.... the redistributable version should be download and run....Kind of scary too if you plan on distributing an XNA game on the PC pl ...Show All
Maxim Goncharov Octree - Handling static geometry, primitive splitting
Hi, I am using XNA to develop my game. I finally have a working octree where I can insert renderable objects based on their AABB, in my book it mentions that static geometry is best inserted into the octree and polygons should be split if they straddle. The thing I cant get my head around is, How do I best manage static geometry that makes it suitable for polygon splitting If I am using directX (.x) models, in XNA I end up with a Model object, I can get access to the vertex and index buffer, but I am confused at how I should manipulate the vertex data in order to split them when I build my octree. Any help on this would be greatly appreciated. That’s right. Keep in mind performance. You shoul ...Show All
