Answer Questions
Chandra4332 Another Breakout Demo (With Source)
Here is another breakout game. Screenshot Download Source Here http://conkerjoe.no-ip.org/breakout.zip Its now ready to build some funky levels into it. :) Quite fun, indeed, I liked the speed of the ball, reminds me of my project. Anyway, I tried using the 360 controller until I realised that it was keyboard-only (360 controller support is very easy, btw) all-in-all very fun. I didn't see any collision-issues, yet, keep up the good work. An update to my breakout game. now with 2 levels, multi ball, speed ball, more bat movement effecting ball movement.. great fun.. Very flexible framework now to easily add levels, bricks and all kinds of wonderful things ...Show All
Bigmo developed 3dmax integrated with direct x
please something can explain me how i can developed 3dmax integrated with direct x 3d max alreay uses DirectX to display its objects, you have the choice of OpenGL or DirectX at setup. If this is not what you ment, please post some more details on what you are trying to do. Your question is better suited to be asked on a 3DMax forum. ...Show All
bilsa XNA vs Intel 915G
I was wondering if anyone has had any success with the XNA framework on a pc with the Intel 915G chipset. I have a user reporting an XNA-based program of mine is failing to start up due to it being unable to find a suitable graphics device. Reading around on various forums, I gather the shader support offered by the Intel 915G is somewhat non-standard, which may explain why XNA can't or won't use it. Unfortunately, I have no access to a pc with this chipset, so there's not much I can do in the way of testing. Has anyone got XNA up and running with the 915g, and if so, how Thanks! I think the safe answer to this is no it does not. I have a laptop that has the Intel 945, which should be a generation or 2 ...Show All
redwood739 My class for deep copy of an arbitrary object
Hello all, I was a little frustrated trying to find anything that would automatically deep-copy an arbitrary object in C# without requiring you to create an override in every single class. I came up with the following solution, maybe it'll be helpful. Basically you just extend "THData" and call "DeepClone()" wherever you need it. I am using it to make copies of my default settings and so forth so there is always an original copy in memory as well as one that gets modified during play. Be careful: this will happily CRASH on classes that recursively include one another as members. Thanks, Tom using System.Reflection; /// /// Class for data which can be cloned. /// public class THData { /// ...Show All
lemmi F14 XNA Game with Full Source
Well here it is. I finally got my first game into a releasable state. Screenshot, video, and full source available after the jump. http://aroganworld.blogspot.com/2006/09/f14-xna-game.html I couldn't have done it without the great help from this forum (and all those xna sites). Let me know what you think. Thanks. Oh and if anybody is interested in hosting the file let me know. I really don't have a good place to host it. It's around 4.4MB. Nice !!! New zip has been posted: Updated v0.51 - added game over voice - version # prints in the lower left corner - fixed a build issue with the signing property on the project file thanks to Knight99 Thanks Knight99 for th ...Show All
mobigital How can I directly stop drawing a pixel?
Maybe it's a very essential question but... Which is the statement in the pixel shader to stop drawing a pixel Stopping it that way would have any negative effect Thanks Thanks very much to all of you. And thedo... be sure that i'll take a look and try your examples in a future, but now i'm starting some exams and don't know when i'll be able to give that a nice look. I'll notice you ^^ The HLSL clip function will discard a pixel if any component of its input is less than zero. This maps to the texkill instruction. Yes, texkill prevents all updates to the render target, and to the depth and stencil buffers. Note that the rest of the pixel shader still ex ...Show All
benschi Scaling my Skybox
Hi guys i hope you can help me with my simple problem. I use the following code to draw my skybox: public void Draw() { Matrix[] transforms = new Matrix[myMesh.Bones.Count]; myMesh.CopyAbsoluteBoneTransformsTo(transforms); foreach (ModelMesh mesh in myMesh.Meshes) { foreach (BasicEffect effect in mesh.Effects) { effect.EnableDefaultLighting(); effect.View = View; effect.Projection = Projection; effect.World = mesh.ParentBone.Transform * Matrix.CreateTranslation(Position); } mesh.Draw(); } } Whats my problem My problem is that my skybox is too small. So how can I scale my skybox or in common how c ...Show All
lholmes Managed -> Unmanaged Interop
Hello to the XNA team! Looks like some pretty awesome work you've got done here guys! Me and my colleague are professional game developers considering writing "Yet Another 3D Game Engine(tm)" for XNA. So I have two questions for the team: 1.) Is there any chance of getting a preview of XNA before december so we can start developing immediately 2.) It would be nice if we could do a bit of interop between XNA, managed C++ and unmanaged C++. What are the chances of us being able to achieve this Thanks in advance! i bet there are hackers this very moment looking for security flaws in XNA... there is *usually* a way 1 - XNA for the desktop will be available in Bet ...Show All
tradle Help please: GraphicsDevice in a form
I'm new to C# and Windows coding, and I'm working through some books, but I wanted to jump ahead a bit and do something interesting, have a SplitContainer panel do something using the XNA graphics engine, even just clearing to cornflower blue or something like that. I looked around to see how to do something like this, and found a few partial examples, so I tried to piece together something that would work. I tried, and I keep getting a DeviceNotSupportedException when I tried to create a new graphicsDevice. I can do the XNA tutorials, so I have to believe my graphics adapter is capable of this, but I'm doing something wrong. Thanks in advance. Here is what I have: using System; using System.Collections.Generic; using System.ComponentModel ...Show All
sapaplanus Install XNA Studio Express with Visual Studio 2005
Hello, I have Visual Studio 2005 since I am a student and am under the MSDN AA agreement. So i tried to install XNA studio express but it requires Visual C# Express. Since I am running out of place on my laptop, I d rather install XNA studio express only without habing to install visual C# express. Any way to by pass the XNA setup so that it can be installed with Visual Studio 2005 Regards Chryso Edit: Seems like I have to use SNA Build and not the express. Hello, Thank you, forcing the install worked fine. In the end, I lost 100 MB which is pretty small. Regards, Chryso No, there's no way to get around the requirement. You can install Visual C# Express, then install X ...Show All
SkiesOfBordom Question on XNA Beta 1 Performance
Hello I have downloaded the XNA Beta 1 and created my first little test application. At the moment I am rendering a quad as the floor using a triangle fan and a rotating cube above it (indexed triangle list). My FPS are being drawn using a bitmapped font i wrote up real quick. Assuming I am doing everything correctly I am only getting ~400 fps. The same application (albeit using ID3DXFont) in C++ runs at ~800 fps. That's a 50% decrease in performance :\. I understand this is only a beta and may not be fully optimized but even then a 50% drop is fairly hefty. Could some of this be attributed to the fact that I'm inheriting from the high level Game class for window management instead of writing my own Maybe I'm just doing something very wron ...Show All
Amritha Chand Importing and Embedding Flash Movies into XNA
hello, I am currently evaluating the XNA Framework for the company I work for, and I would like to know if it is possible to display a .swf file into XNA's 3D Engine I believe I heard someone mention that they were able to, but they were somewhat sparse on the details. If I could get more information on this, I would be sincerely appreciative. Thanks! You could also potentially port an open source swf engine to XNA, but it would probably be a lot of work and they still don't typically play FLV (embedded video) files. There is nothing built into the XNA framework to play a flash file. You would have to create your own component, or use one built by someone else. I haven't heard off hand if a component such as this actually e ...Show All
god_of_coolness Files and endianness
Hello, First I'd like to say thanks to the guys at MS for being so open about the development of the XNA Framework and associated tools. The recent blog posts have been really excellent. At the moment for opening files I use File.OpenRead(). To read the data from the Stream it returns, I use Stream.ReadInt32() and so on. Obviously on my little endian PC platform, reading little endian data, there is no problem. But on the Xbox, does System.IO.Stream exist And if so, does Stream.Read*() do endian conversion on the fly Thanks again, Peter The Xbox GPU uses big endian resources, just like the CPU. This tends to show up as a problem more often than CPU resources, though, because textures and vertex data are often saved and loaded as by ...Show All
Mikey0727 Is Boo a viable option for Scripting for both PC and XBox360?
I'm just wondering if anyone has tried getting Boo to work for scripting on the XBox360, or is there some feature that Boo takes advantage of on the PC that isn't available on the console I've been reading that IronPython isn't an option, and LuaInterface wouldn't work either, since P/Invoke doesn't seem to be supported for security reasons. Can anyone shed some light It would be greatly appreciated. Thanks, Kevin Some Random Fellah wrote: Boo's core is P/Invoke free (but you can put a P/Invoke in your Boo-based library if you want). Boo is System.Reflection.* free as long as you do not use duck-typing. Note: System.Reflection works fine on Xbox. It is only the System.Reflection.Emit name ...Show All
AndyQ Managed DirectX Render Loop
I'm sure this question has been asked a million times, but what is the current thinking about the best render loop for Managed DirectX I found an article on Rick Hoskinson's blog where he suggests overriding WndProc (http://blogs.msdn.com/rickhos/archive/2005/03/30/403952.aspx) and claims it's more efficient than the commonly used DoEvents and Application.Idle methods but I recently downloaded the April 2006 SDK and notice that the samples still use DoEvents. Also I tried using the WndProc method in a game of mine and noticed that in windowed mode it doesn't 'play nicely' with other windows apps, dragging the window for example is very unresponsive. Is it worth using multi-threading for the game loop to maintain responsiveness in windowed ...Show All
