Answer Questions
JoeL7034 texture fetch and shader math execution time in special cases
Hi, when I do successive texture fetches using the same texture coordinate, without doing any other texture fetches in between (doesn't seem to make sense, yeah, but it does in my context :)), does it mean the value I receive is already in the texture cache And is the tex. fetch thus quicker than a random location texture fetch Another question: when I do some mathematical computations in a pixel shader and one operand is always 0 so that the result is 0 as well, are these computations executed quicker than in the case when the operand is != 0 so that the computations actually have to be executed to receive the result Best Regards Nico Oh, yeah, then it was a misunderstanding. What I meant is a loop ...Show All
DadUnit How to use this code into my another code?
How to put this code using System ; using System . Diagnostics ; using System . Runtime . InteropServices ; namespace DirectShowLib . Test { public class IBasicAudioTest { IFilterGraph2 graphBuilder = null ; IBaseFilter filter = null ; IBasicAudio audio = null ; public IBasicAudioTest () { } public void DoTests () { try { // We need a stereo sound renderer... BuildGraph ( "foo.avi" , out this . graphBuilder , out this . filter ); this . audio = ( IBasicAudio ) this . filter ; TestBalance (); TestVolume (); } finally { Marshal . ReleaseComObject ( this . filter ); Marshal . ReleaseComObject ( this . graphBuild ...Show All
udayan Tool for auto HLSL Generation?
Are there any tools out there to enable the graphical building of a shader network, such as in Autodesk Maya's Hypershade tool or Softimage XSI's RenderTree tool, which can enable you to use a GUI to set up an object's basic material properties and then automatically generate the appropriate HLSL shader fragments needed to reproduce the material effect in your game without having to manually write HLSL files Certainly, if you want to create complex shader effects, you would need to be able to edit the HLSL or manually create new custom HLSL files, but for creating HLSL files to render basic, standard material properties, there really should be a graphical tool to take some of the work and difficulty out of it. Such a tool should allo ...Show All
ly4587 Missile Commandeer Game (including Source)
First XNA game...done! It's an old school missile commander clone (only its CommandeEr, like pirates...ARRRR!!!). I spent extra time to maintain the original "cutting edge" graphics to make it a true classic. Check it out... (I just added the screenshots, game and source code to my website) Click here for the game Improvements to come: - MIRV missiles - Extra lives - High scores - suggestions Thanks for all the kickass feedback and suggestions so far guys. Keep em comin!! This might be the last update for a while on Missile Commandeer since I'm itching to start on a new game. For this one, I'm retiring the old atari ...Show All
Xanthius Game crash
Hi I am making my first in XNA and i have a problem. When i run my game in debug mode, it all works fine, but when i try to build the game, and run it from the executabel in the Release folder, it crashes. Whats wrong is it because XNA is in the beta stage Umm, maybe if you tell us what the error you're getting is I'm assuming it doesn't just shut down without saying anything. Why are you refrencing VB in your game project It sais that my game has encountered an error, and asks me if i want to send an error report hmm.. I am using the refferense "microsoft.VisualBasic" and when i remove it, my game does not chrash :S ...Show All
Evgueni 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 I dont get this. There already exists other 3rd party 3D plugins that use DirectX (shockwave for example) - so how come this works - or does this plugin also pose a security risk Windows Presentation ...Show All
SaLaMaLaYcUm how to delete the threads?
please tell me that how to delete my threads (formerly threats) As a general guideline if you want high performing code you should multithread. You'd be stupid not to! Of course there is a steep learning curve, but it is something well worth learning to do right. Do you mean threads You shouldn't be multi-threading XNA applications in any case though... Can you be more specific I was just thinking, besides performance reasons, threads are probably good in a loading screen (one for animations, one for load/decompressing resources). If we get networking APIs, separate threads will be useful for handle network traffics. :) sorry, i meant for windows, and as a general guideline because yo ...Show All
andymac7 VertexBuffers and IndexBuffers
Hi All! I am very new to the XNA framework, I have experience with DirectX and thought that XNA would be an easy challenge. I was wrong - I obviously lack something here. I have been able to create a VertexBuffer with several (repeated) vertices and put it on the screen. Although I have not yet been able to do perspective or lighting*, this is not my main concern. I wish to use an IndexBuffer object to store the list of vertices in the order that I want them rendered. I cannot figure out the method of doing this. I realise there are other ways of loading meshes, but this is the way I want to do it. I am reading a .off file (I don't want to convert it to a .x file -- I think there are tools out there, but no no no!!!), but currently I am j ...Show All
sql1 Grand Theft Auto style game with XNA?
How easy it to make GTA-style game with XNA Game Studio Express.. I haven't downloaded it yet so I'm thinking of doing it.. :) Is it possible to make that kind of game Thanks, Timo exal wrote: Are we talking about creating a game like GTA It takes a whole studio to get a thing like that together. If you are refering to a top down view camera that is pretty simple. But making a whole game is a huge effort. You are not at all writing at what level you are in programming. But without programming knowledge you have a while to get used to the whole idea. If you already are an expert programmer please disregard this comment :) I'm not a newbie anymore.. :D And I'm not going to make any big game. Just a little so I t ...Show All
ZHiquan XNA Game Studio Express compatible with Visual Studio Professional
Can't wait to get home and download XNA GSE but I'm concerned; will I be able to use it on a machine where I already have an installed copy of VS Professional I have another machine that I can use that doesn't have any developement tools on it but that would be inconvenient. I checked the FAQ and didn't see anything one way or another. Thanks in advance. I hope that requiring VC# Express to be installed is a fluke. Frankly I use #develop2 for all my .NET development and it works like a charm. I don't plan on switching, and I suspect that all the example projects are just msbuild project files that would open up in #dev2 just fine. Which is why I said " If you on ...Show All
TkNeo C# Express SP1 - Need to install?
I see that the first Service Pack for all the Visual Studio editions has been released. As users of GSE/C# Express, should we be installing SP1 I'm guessing Yes, but not seen anything in these forums about it so far. Thanks for the reply. I haven't looked at it. What's the SP cover errolian wrote: I see that the first Service Pack for all the Visual Studio editions has been released. As users of GSE/C# Express, should we be installing SP1 Yes. Several bugs that directly affect XNA GSE are fixed in VS 2005 SP1. Plus, SP1 fixes many issues that make VS 2005 incompatible with Vista (XNA GSE is still not supported on Vista, but SP1 is a big step in t ...Show All
M Thomas Physical Memory Question
Also (I asked another questio about framerate earlier) what is the norm for the amount of physical memory a 2D usaully takes. Mine, according to the Ctrl-Alt-Delete performance counter, takes up about 220 MegaBytes of physical memory. I don't really think that most games take that much. So my question is, What is the normal amount of physical memory for a game to take Is you sprite class by any chance loading it's own Spritebatch If so, try making one SpriteBatch in the class which derives from Game, and pass a reference to it to each Sprite. Just a possibility. It DOESN'T MATTER. The physical memory shown in the process manager is mostly a big, fat lie, for various technical reasons having to do with how virtual memory is a ...Show All
Brennon My new game running on Beta 2 (Dr. Popper)
Just wanted to let everyone know now that I have migrated my game to XNA Beta 2, and have put it up for download at http://www.bluerosegames.com . It's called Dr. Popper and it's a puzzle game similar to Pop'em, Jawbreaker, and Bubblet. I will post full source code for the game in a few days, but for now if you have any questions feel free to ask. Thanks, Bill Jim Perry wrote: Hmm, installed the runtime and game on my son's PC and got a System.InvalidOperationException when I tried to run it. Jim, You may be having this problem that is new to Beta 2: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=889627&SiteID=1 I have updated the game to check for Pixel Shader 1.1 support on startup. If you don' ...Show All
Kripz Two 2D/3D samples to dowload from my site.
I converted two of my previous samples from Beta 1 to Beta 2. These are interactive applications, the first in 2D the second in 3D. The second is not just a conversion, I added two type of meshes. You can also see two little movies about my little games that I will convert to XNA: 1) Ship vs Ufo 2) Dwarf vs Ninja Link to my site: http://tonigreco.spaces.live.com/ Toni Thank you for help. I need to load explicitly asteroid1 texture when compiling project using HLSL fx file (#define HLSL), to tell the shaders what texture to use. So now I moved this code inside #if HLSL/#endif. To load this texture explicitly I need also a reference in project, or Load method don't find it, also if xnb texture file is in the right place: Error loadin ...Show All
Sarguna Unknown Warning
Hi! I searched on Google already but I couldn't find anything... I am getting this warning: Warning 1 Referenced assembly 'C:\Programmi\Microsoft XNA\XNA Game Studio Express\v1.0\References\Windows\x86\Microsoft.Xna.Framework.dll' targets a different processor than the application. Actually I am including only two Microsoft.Xna.Framework references + mscorlib + System. They should be the default References... Is this a known issue Some things to try: 1) Are you using a 64-bit OS with the 64-bit version of .NET I do not believe XNA has a 64-bit version yet. 2) Are you using C# Express If not are you sure your project is set to build for Any CPU 3) Have you tried deleting and then recreating the soluti ...Show All
