Answer Questions
AG Hunzian x64 not working !!! why MSFT does this to us?
so how long will MSFT keep doing this build stuff that will not work on your own OS ! I have desktop that is hog-tied by bits of stuff that does not work on xp x64. what a pain! why even sell xp x64 or bother to ship it if your not ready to support it! and the download does not tell us that it will not run on x64! where does it say "But not x64" XP x64 is the much the same as XP Pro SP2 the req should read: XP SP2 32 bit XP x64 not supported MSFT must hate you personally. It's the only logical answer. Or, wait, here's one: System Requirements Supported Operating Systems: Windows XP Service Pack 2 ...Show All
Rabbitrun Strangest 'Bug' I've Found Yet
Hi, I'm still trying to draw large gridmap terrains on the 360 and so far am having a lot of success. Performance seems to be a lot higher than my 6800GT, perhaps by about a factor of about 4. The issue I'm having though is really rather strange and I've been wondering for the last couple of hours quite how it could be happening. I create a huge vertex buffer (as big as XNA allows before throwing an UnauthorizedAccessException at me) for the gridmap and draw the entire world (4million polygons) in a single draw call. Except the frame rate is good under some circumstances and bad under others, and the factors that make the frame rate plummet really shouldn't affect the frame rate at all. If I create only this one VertexBuffer and try ...Show All
lucerias Does LPD3DXMESH have built in values I can adjust manually?
I have my CUBE.x loaded into LPD3DXMESH object. Are there specific flags I can set for the entire object Like I want to translate/rotate/scale just this object in the view of my camera. I don't want these changes to affect any of my other loaded models. Are there local axises that I can alter You need to associate the device with your matrix before you call DrawSubset for the mesh pDevice->SetTransform (D3DTS_WORLD, pTheWorld); oglla-> DrawSubset (0); The meshes itself doesn’t contain build in values for this. If you want to translate/scale or rotate them you have to build a matrix for this operation (Direct3DX contains helper for this) and use it as part of your tr ...Show All
JIM.H. Problem with initial Run.
Oh great wise XNA gurus... I need your professional help with a problem I am having with the initial run/debug of my starter game. I'm follow the instructions in the "Create your first game tutorial" and went ahead and added my first sprite. When I build solution and run the .exe it brings up an error and I go ahead and debug the problem. This is what it shows: "An unhandled exception of type 'Microsoft.Xna.Framework.Components.NoSuitableGraphicsDeviceException' occurred in Microsoft.Xna.Framework.Game.dllAdditional information: Could not find a Direct3D device compatible with the current device preferences." I tried reinstalling DirectX, rebooting still nothing. Am I doing something wrong Or did I skip a step in the compilation or install ...Show All
Daniel Danilin Locking vertex and index buffer while rendering
Let me see if I got this one right. I have a vague memory of reading that if I have a vertexbuffer and lock it with the discard flag, then I can get a buffer to write into while the gfx card is still rendering the previous buffer that I locked. Is this correct Will I need to do this in two threads then As far as I know, the drawPrimitives call is blocking so it does not return before rendering is done. What I would like to do is to render with a vertex buffer and an index buffer while I am showeling vertices into a vertex buffer and an index buffer that I locked. That way I can double my speed, assuming that the showleing and rendering takes the same amount of time. Thomas Greenleaf wrote: Will I ...Show All
R.Tutus 1 question...
Hi. My question: Will finall release of xna include some physics engine Im very interested in it. Thx for any response. No, you create your own physics engine. That's what making a game is all about. There is no all-purpose physics engine that they could implement anyway. I heard rumors of "DirectPhysics" but even if it was true it wouldn't make it into 1.0 Thx for response, but notice that i just want to know that i dont waste my time to do my own phisycs engine (I know that it is fun to do it, but why do it, if its already done ). Now I'm waiting for finall release to write my games in 3d. I would expect ...Show All
strelzj "Casting" Image to Texture2D for proper use in spritebatch
How can you make a Texture2D from an Image type Without saving it to a file and then loading it - that would be just too sad.. You can't just cast it like (Texture2D)SomeImage. It's really giving me a headache, especially since in assembly it wouldn't at all be necessary to change one type of image to an other - it would just work. Ah yes, but how do I get a stream of a variable of the type "picture" or "bitmap" Probebly a stupid question, but I really haven't found a way to do it.. There HAS to be a way, there allways is. Please help a poor noob out.. I'm assuming you are talking about XNA. If so, posting your que ...Show All
Christoph_S 3D Listener Orientation issues
Hi all, I'm experiencing some weird behavior using 3D Sound in a game I'm developing with a team for my final project in school. Here's the basic setup: We have a sound dll that we've created, so all the code snippets here is from that dll. The listener is attached to the camera, and is updated every frame (at the moment, until I get it working right) Everything is working the way it should except for two things. #1 The first thing is pretty major. The orientation for sounds is perfect when I initially join the level, with the sounds panning left and right and muffling behind the camera. The problem comes when I rotate the camera. If I turn the camera to the left 90 degrees, and play a sound that was in front of the original camera positi ...Show All
D. Choquette 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. If your scene is complicated then any check will be computationally expensive. Some things you can try to help are: Create a very simplified mesh of the terrain to check against, it doesn’t have to be rendered. If the character is only going to be moving around at ground level then you don’t need buildings so many polygons high, you don’t need roofs and cylinders can turned into octagons or hexagons. Basically get rid of as many faces ...Show All
patio87 XNA Games Studio Express.... need help guys....
So I've just downloaded and installed the xna games studio express (with visual c# of course) now i want to no, is there any tutourial guides or anything that can help me get started Any reply would be greatly appriciated. Mat.......... Thanks very much George..... Great Help! Yes, there are many community sites out there that have tutorials. There are also some great tutorials right there on your harddrive provided by Microsoft. Just explore the help a little and you'll find quite a few very good ones. There's a stickied list in the forums of all the community sites and once you find one of them, you'll find them all since the majority have a "Links" section linking to all the other community sites out there. Go ...Show All
Vybez Cartel I need to know....
I need to know something. Is it possible to transfer 3D data from a modeling program like Truespace to XNA using the x2SWM PLEASE REPLY!!! If TruseSpace can export to .X, then you should be able to convert it with X2SWM. Either that or write your own model loading code to load the model from whatever TrueSpace will put out. You're not stuck with SWM if you don't want to be. ...Show All
Amanda Jamin what graphic engines are free?
the Torque x engine is only a 30 trial when will there be a full version for free or will we have to fend for ourselves when it comes down to that I'm talking high quality stuff though not asteroids and pac man more like half life 2. I've seen a quote from one of the Garage Games guys saying the XNA pieces of TorqueX would be free, it's just the editor that you'll have to buy. You could create a game based on one of the starter kits in Game Studio Express and go from there in GSE for nothing. If you want to open the project you just created in the Torque Editor you'd have to buy the editor piece. I'm not sure if this is still the plan or not and since I can't get to the GG website from work I can't check. THE 3D EVOLUTION GAM ...Show All
Clintonf Vista Compatibility
Looking for any hints on when a Vista version will be released. (Note that I'm in the middle of installing the same version as everyone else is right now, but the web site says it won't be out for a bit). I really don't want to put a third OS on my system just so I can run xna express. (I've already got Vista Ultimate 32 and 64 bit on here - starting to get crowded) Dan Yup. It made it to a certain point, then failed, and rolled back. Nice to see something do the right thing if it can't install fully. I'll probably purge off vista 32 bit, and put an xp pro partition back on. That leaves me 64 bit vista for spiffy stuff, and 32 bit xp pro for game development. Sigh. Another os insta ...Show All
yamamo2 Point Sprites on XBOX 360 causes crash
I have an application that draws a large number of point sprites on the screen using DrawUserPrimatives using additive blending. This works fine on the windows version, with around 4 million point sprites being rendered. On the XBOX, when there are greater than around 20,000 sprites nothing draws and then the program exits with code 0 and no error messages. Any insight into what I'm doing wrong -Adam Here is the relevant shader code: texture Texture; float4x4 WorldViewProjection; float alpha; sampler TextureSampler = sampler_state { Texture = <Texture>; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; }; struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TextureUV : TEXCOORD0; f ...Show All
ihar3d AlphaTest glitches: Please Help
hi all. I'm trying to create a "forest walkthrough" application (later on, I hope to create a terrain generator using this application) and I'm using the "ModelView example program" which can be found at http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=806928&SiteID=1 as the basis for my efforts. (forum won't let me include that URL as a link, sorry) I altered the camera functionality to allow for a 1st person camera, and then started including more trees in the scene to see how it would perform. I probably would have saved myself quite a bit of time if I had noticed that in "agamerguy"s post, he mentioned that he had run into a problem where multiple alpha channels on top of one another would not aggregate. I figured ...Show All
