Answer Questions
Vj5 tiled background texture
Hello there, I'm wondering if it's possible to draw the 2D background of my game with a texture that repeats. If this isn't clear think of the background of Arknoid where the background is simply a rectangular texture that's repeated over and over to cover the background. Thanks, Barranger for (int i = 0; i < 10; i++) for (int j = 0; j < 10; j++) DrawTexture(i*texture_width, j*texture_height); It is done ;) Yep, that will do it. Nested "for" loops are great for specifically limited repetition. If you wanted to, you could also store your background as a 2dimensional array. This would allow you to use other textures for specific squares, and it would still be easy to call usi ...Show All
jrcdude 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. I tried it out. It didnt build at first due to this error: Unable to find manifest signing certificate I found this solution when I did a search: "To solve, I went to the "Signing" tab of the project properties and ...Show All
Pilsener Creating depth textures and getting back buffer in beta 2?
Alright, so the API for this is totally different for beta 2. That's fine. But I can't see how you create depth textures now. I'm using them to render shadows. Also, how do you get and restore the back buffer now Do you do something like: RenderTarget2D backBuffer = (RenderTarget2D)device.GetRenderTarget(0); ... device.SetRenderTarget(0, backBuffer); Also, ResolveBackBuffer (slowly) copies the contents of the current backbuffer for the given index into the provided texture, which you could use as an input elsewhere. You wouldn't need to "get the RenderTarget from it" - RenderTargets have Textures, so you can use the results of a rendering operation. If you want to use the Texture2D you passed into ResolveBackBuffer as an i ...Show All
Walker Boh Numeric performance on 360
A question for the framework/VM guys... I have ported one of my simpler benchmarks to the 360, and find that the numeric performance is running 5x slower than my 2.8GHz P4 desktop. Now I was expecting a drop in performance on the 360, allowing for the difference in CPU implementation (in order execution / branch prediction etc), but nothing like this magnitude! The benchmark simply transforms a source array of Vector4s to a destination array of Vector4s, using a 4x4 matrix. Have you guys done any benchmarking of pure numeric perf, and if so is this in line with what you get Andy. My apparently-incorrect "structs on the heap" info was from work I did with Compact Framework 1.0, back ...Show All
AndyL Library support
Hi. I posted this in a thread earlier, but the thread dropped back half a dozen pages in a few hours. This place is popular! If we want to use external libraries or middleware, do they have to be written in C# and come with source provided I'm thinking of libraries like SQLite, Lua, ODE and so on that would normally be included as a .dll reference in your C# project. I assume that's not possible if you want your code to run on all available platforms That means that basically we're starting with a very clean slate here. There seem to be precious few libraries that are useful for games developers and written in pure C# for the XNA platform. The concern that I have is that not only will it take many months before a decent array of middlewa ...Show All
sanjeevm Problem With My Tile Engine...Specifically Looped Drawing [LOTS OF CODE!]
OK, I have been having a lot of problems with this, and I have tried every possible solution and it does not seem to want to work. I am programming a Tile Engine that will run my RPG, and so far it has been going great. I have error logging, a TileManager for loading tiles into lists so that they are recallable at any time, and I have various other features that are currently being worked on. What is bothering me the most is that my TileManager class will actually load the content into the content manager (code below) and everything will work fine, the only problem is, when I go to draw the tile (which is withdrawn from the list in a looped format, code below), it for some reason just DOES NOT want to draw the tile, and it gives me n ...Show All
ashmag Using the XNA Framework for applications other than games
Just a quick question: Will it be possible to use the XNA Framework outside of the XNA Game Studio to develop applications other than games (like CAD programs or something similar) I'm asking this since it will probably replace MDX and therefore represent the more "up to date" version of the DirectX functionality. Yes. Yes, but only with a small 'y'. Our focus is currently on games, so all our testing and design effort is going into making sure that gaming scenarios work well. But that said, at the end of the day it is all just polygons and textures and shaders, so there's nothing stopping you using our API to render things other than games. Well, that's perfectly ...Show All
Scionwest Telnet with XNA/C#
I have XNA Game Studio installed on top of C#. I am trying to write a telnet client (the way you connect) for the internet's premier chess club, www.chessclub.com . Is this currently possible There are no built in classes for network in the XNA System you need to use the standard Networking classes that ship with the .Net Framework. I would do some reseach into the System.Net classes and also have a browse of the Networking forums on this site. ( http://forums.microsoft.com/MSDN/ShowForum.aspx ForumID=40&SiteID=1 ) Also Have a look at www.codeproject.com as they have some telnet examples for both client and server. I have built two classes for Asynchronus communication via the System.Net sockets. They are both XNA ...Show All
nbrege Forcing GraphicsDevice creation before Game.Run
In order to incorporate Xna into an existing engine without a lot of ugly hacks, I need to force the GraphicsDevice to be initialised before the program loop starts (Game.Run). Can this be done Assuming this isn't possible (as seems likely), I'd need to ditch Game and handle device creation myself. This looks straight forward enough, except that it requires a handle to a window. This is no problem in windows, but what about on the xbox 360 Is there some sort of factory available that returns a GameWindow implementation for the platform it's running on Has anyone manually created a graphicsdevice on the 360 silly me it was the tread that exit the xbox it is now running at full speed on my plasma scr ...Show All
Fatalerr Cheapest way to create 3d model
I am very new on this topic- basically because I heard MS is releasing a free game platform development tools so I wanna have a look. If I want to do my own 3d game, what is the cheapest way for me to create the model and render it properly I dont see any tools that being used commonly in the industry are cheap enough for personal use :) You could take a look at www.Blender.org and www.microsoft.com/xna Blender is an aweasome free application you can use to create 3d models and XNA is the easy to use game development platform you were talking about. I hope this helps. take care. Ya Blender is free, but is XNA supporting the blender file format for rendering meshes BTW with previous versions of Directx, I have had nothing but ...Show All
Kendal Walton I cannot deploy to my XBox 360, have searched.
I've searched around, and haven't found a solution to this problem that works. Both computer and 360 are on the same subnet, wired to the router. In fact, the XBox 360 works fine as a media center extender for that PC, so I know that to some extent they can communicate across the network. I cannot ping the X360 from the PC (I get timeouts) and I cannot deploy XNA program (the X360 sits at the screen saying it is waiting for connection, and the XNA toolkit says that the deploy failed because it could not reach the XBox). Did you enter the connection key correctly The official MSDN help says to ping the XBox 360 to verify that it is connected, which is why I ch ...Show All
furjaw pleaseeeeeee explain me why!!
why i have to dowload and install the Visual c# Express if i have Visual studio 2005 pro edition XNA was built to tie in closely to Express. So while it may look like Visual Studio 2005 and Express are similar, there are some significant difference between them. With the short development time the XNA team had, they had to make some decisions as to which version to support at first. They went with C# Express so that anyone would be able to get started since C# Express is a free download. Visual C# Express and Visual Studio 2005 will run side by side with no problems so other than being annoyed that you have to download something extra, ...Show All
Le Saint Upcoming XNA Game Engine
XNA Magic (I'd have chosen a different name, but, whatever ) Thought you knew better. :P Commercial posts. Do not post threads intended to drive people to your commercial site. You are welcome to discuss your product and how it can help somebody in the context of a thread, but be clear that you are referring to a commercial product. The site, and especially the demo videos, are excellent. Looking forward to trying your product out, assuming the price is reasonable for a single hobbyist user. Will be interesting to see how your product outperforms TorqueX (if at all) in terms of performance, features and ease of use. Nope, not mine. It might be useful for s ...Show All
Suneel VLN Vector maths methods...
Following a long day of writing and debugging some nasty rigid body physics code, and feeling the pain of the maths library I have to use for this C++ work, I thought I'd take another look at the XNA maths code to see if the results would be more readable (as you might hope ;). ... But my quick look at the framework docs seems to show more deficiencies than in the code I have been using all day... 1/ There is no Point3 class. This is a real pain as libraries that don't distinguish points and vectors are a right pain - transforming a point by a 4x4 matrix will result in a different result to transforming a vector. (And I don't want to resort to coding every point/vector as a homogeneous coordinate either!). There appears to be a ...Show All
Jassim Rahma Gamercards and player information
To the MSFT dudes, Is there any news on whether or not gamecards will be readable in future versions I'm creating a multiplayer game (with both hotseat and concurrent play) and would like to be able to show gamer pictures and names and such (similar to how Uno does it). A simple GamerIdentity class and GetIdentity( PlayerIndex ) would be cool! I think that would be a lot better than aways saying 'Player 1' or 'Player 2' :) The XNA FAQ says they are working on Xbox Live support for the next release. I don't mean Live, I just mean the current player profile. You can have offline player profiles that aren't associated with Live accounts. Since XBox Live has a de ...Show All
