Answer Questions
JorgeFF "X File Reference" ???
For some time, the Help facilities in the DirectX SDK (most recently, the February 2007 version) have included two sections titled "X File Reference" and "X File Reference (Legacy)." The former contains only a description of the API; the latter includes a description of the file format. (I suspect the former is the more up-to-date description of the API.) What does "legacy" mean in this case Does it mean that it is the intent of Microsoft to no longer document (and hence no longer guarantee) the X file format "Legacy" refers to the API, not the file format. The non-Legacy X File Reference contains a link to the X file format topics in the Legacy document. This w ...Show All
walkswan GameTime.IsRunningSlowly = True?
My game suddenly slowed down a lot after i added some sprite to my game but i didn't draw them all at once. is there any way to fix this must i use storage or sprite collection found it.. well i was foolish enough to create 9999 object for my vessel's ammo and it turned out that's the main reason it went super slow.. thanks anyway for the thought.. i got some idea from it.. :) It is hard to judge on the words basis only. Sprite collections may give profit at draw call while the best way is to storage all sprites in the single one big image, if possible. The reason may be the lack of local videomemory so after loading next sprite bundle the burden is too heavy and the GPU is forced to use the sytem memory. ...Show All
Asim A XBox 360 shader profile
What are the best profiles to pre-compile shaders for on the XBox I was expecting something like xvs_3_0 and xps_3_0, but only seem to be able to use ps_3_0 and vs_3_0. Is this the best we can use There's actually only one shader profile on Xbox: "the Xbox one". The Xbox HLSL compiler ignores whatever you specify and always just compiles it for Xbox. It doesn't quite ignore what you specify - for instance I can get this error from the compiler if I specify xxx_3_0 - error X3041 : unsupported compiler target 'xxx_3_0' Clearly it is checking something - are you sure it ignores it Yep. It probably just checks the string is one of the known pro ...Show All
NP Rudra Shader Versions
I'm currently reading Wolfgang F. Engel's ShaderX2 Introductions and Tutorials with DirectX 9. So far, all SM 3.0 examples are written in asm. Is SM 3.0 supported by XNA And can it be written in HLSL Thanks. -Nick There are a few books that cover Effects, Sebastian has a couple I believe. You might also look at the DirectX dev center ( http://msdn.com/directx ) as I think they have a few of the past "shader workshops" posted and I believe at least some of them use Effects. Ok, that makes sense. I'm also reading that the Effect framework is very useful for creating shaders. I'm familiar with Cg and OpenGL, and HLSL itself seems familiar... but Effect files look very foreign. Ar ...Show All
NCAnand Do most SDKs do grapics, such as 3D?
As far as Managed Direct X, and Visual C# Studio Express,with XNA, do those have a way of creating the actual graphical interface for the game, such as 2D or 3D, or do I need Adobe Photoshop, or Maya, or some other program I currently havn't been able to download them because I am temporarily on dial-up internet, which also makes me not want to do too much looking aroudn, due to long loading times. Thanks for any help you can give me. What do I do for sound, such as effects, or music I also like Milkshape3D it has a free trail, its not that big, and not too pricy for the full verson. I have not found a cheap replacement for Photoshop that does all that it will do, maybe gimp. i remember reading somewhere that XNA will co ...Show All
chakravarthy_b Terrain Options
Hi Whats better for implement terrain -Use the content pipeline for load then .x file with the terrain or -implement de class for convert the pixels of .raw file in vertex with the height (y axi) dependent of de gray color I have problem whit the first option becose a can't extract the vertexs of vertexbuffer becose the vertexbuffer is WriteOnly What I can do thank's " If you are willing to restrict yourself to high end graphics cards, you can use shader 3.0 to render terrain directly from a heightfield texture entirely on the GPU (requires a shader 3.0 card, such as the very latest PC boards, or of course Xbox)." Thats sounds interesting, do you have any details, exam ...Show All
F. Gsell ClickOnce support?
Is it possible to create XNA apps and distribute them via ClickOnce This would be ideal for online distibution of PC games, especially small ones like hobbyist games. I think the automatic-update features of ClickOnce would be extremely helpful. Xcopy and MSI don't give you this ability, and ClickOnce makes a lot of sense for simple "Flash" type games. Click Once Support would be great! I don't see why not. On Windows, the XNA assemblies are just that, assemblies. Either ClickOnce or regular installs is fine with me, as long as I can get the game to people easily and quickly. We're investigating ClickOnce. It would ...Show All
Michael_SQL xna racer, how and when can i get it
i saw this thing on something called xna racer, and it amazed me that we could do this with xna http://www.kotaku.com/gaming/xna/clips-xna-racer-preview-213594.php does anyone know anything about getting this Fair enough, they're saving it for my birthday, or 4 days thereafter, will the final version of XNA be free or will it be like the subscription thing on Xbox Live andyfraser wrote: Hold onto your hat until the 11th December Andy Nope. Although the XNA Racer game will be available to Creators Club members, the game itself will not be avilable for download on Dec 11th. It will probably not be available until early next year (we are making a f ...Show All
davidjmsdn Why dosent Transformation affect all objects of Scene?
Hi .. In my Application, I create a mesh from a file and the I create a triangle. Then when I change the Transformation matrix (rotate, translation...) that affect jsut on mesh Why doesnt it affect on triangle What do I do false Thanks: private void Process(Device device) { device.Clear(ClearFlags.Target, Color.White , 1.0f, 0); device.BeginScene(); device.VertexFormat = CustomVertex.TransformedColored.Format; device.Transform.World =Matrix.Translation(1.5f,1.0f,0.0f)* Microsoft.DirectX.Matrix.Scaling(1.2f, 1.8f, 1.2f); device.DrawUserPrimitives(PrimitiveType.TriangleList, 1, vertices); //draw triangle DrawMesh(spacemesh, spacemeshmaterials, spacemeshtextures); //draw mesh device.End ...Show All
Pranjal Singh XNA task palette in Toolbox window
XNA Build was installed in Visual Studio 2005 Standard Editon (Japanese). The tutorial 1 is performed now. However, it has stumbled suddenly. The XNA project was made according to directions. But a XNA task palette is not in a tool box window. A message task is not found, either. Desigen and the MSBuild palette are displayed. How is a XNA task palette displayed if it carries out Try going to C:\Program Files\MSBuild\Microsoft\XNA\Plugins and deleting your cache.dat file. This should force a refresh of the toolbox and should make it appear again. Once that appears you should find the Message task in that group. I can't find the XNA task palette or the cache.dat file. ...Show All
Le Saint XACT - System.TypeInitializationException on start-up
Anyone else seen this problem starting up XACT It worked in the past but I haven't used it for a few weeks. In the interim, I've installed the Vista SDK, .NET Framework 3.0, WF and WCF extensions for Visual Studio etc. I've uninstalled all these components and reinstalled GSE and Visual Studio Express but still get the same exception on start-up. In the debugger, I see Additional Information: System.Net.Dns threw an exception. I built a quick program to check I could use this class and it worked OK. I'm going to post a duplicate of this question on the XACT forum. Help ! Cheers. Just to close this thread down, I 'fixed' the problem by uninstalling the .NET Framework 1.1 and .NET Framework 2.0 and .NET Framework 3.0 and ...Show All
Davids Learning Collision
I've created a few bounding spheres thanks to some of the kind folks on this forum . I've now got to implement some basic physics for ball to ball collision. (for a snooker style idea) any ideas how I would do this Thanks, In this case, bounding boxes will not be good. Try spheres instead. Just a point + radius check. Spheres are also faster. Hi Jeff Lander wrote a nice article on physics and pool games which might help out. THe link is here... http://www.gamasutra.com/features/20000516/lander_01.htm You'll need to register though. Good Luck! Scott I haven't read Jeff Lander's article yet, but ...Show All
Ilya Tumanov Recommendations for physics
Hi, I know XNA doesn't include physics. Does anyone know of a good C# physics engine If there isn't a C# one around, how about a C++ or Java open source one that can be ported... Thanks, T You might check out this 2D physics engine for XNA: http://www.codeplex.com/FarseerPhysics Thanks for the links. I'll look into a port of ODE. It is the only open source physics SDK I've found. Newton's good, but again, it's closed and written in C, so you'd have to do interop, and interop won't work... what about this one Its free anyway. http://www.newtongamedynamics.com/ ...Show All
dr.xaml (Windows Only) MusicVideoDemo!
After getting frustrated trying to figure out how to get my spacecraft to point at another spacecraft (I'm using quaternions for rotation, btw), I decided to tackle another problem with my game: how to play music and/or video. After chewing on this one a bit, I've created a demo that may be helpful to you. It is a work in progress so there are some problems to address. For one, when I play a video, my browser kept poping up to tell me to upgrade to WM 11. I don't know how to tell it not to do that. Another is I had to add [STAThread] just before the main function in program.cs. I don't know how that will adversely affect game performance, if any. If you just want to play music, you don't need the Windows form (or the references you need ...Show All
Atleta metronome using directSound or directMusic
hey. i want to code a program that includes a metronome using c++ and directSound and/or directMusic. this metronome should raise an event periodically, it should be as precise as possible and i need to change the tempo at runtime. now what i need is something like the StartTimer (UINT TimerDuration) onTimer(UINT nIDEvent) killTimer() functions in VC++ but with a higher resolution than milli-seconds and with a way to affect the duration between the timer events at runtime, as mentioned above, thus without having to stop and restart the timer... is there a way to use directSound / directMusic in order to achieve this perhaps sth with IReferenceClock:: AdvisePeriodic or does this problem not really have anything to do with ...Show All
