Answer Questions
Scooter! Mentor Needed
Hey I was wondering if anyone would be able to help me make a game with XNA I want to make just a simple little top down move car around game. But I can't figure out how to start (I did the tutorials) So I was hoping one of you fine gentlmen and women would be able to help me on msn or aim or somthing That way its live instead of continually posting back and forth on the forums. Thanks Very Much James i can help, my aim is battlekiller115....and can you specify what type of game you are trying to make i actually think it would be a good idea to have some of the posts here, so that the community knows the progress and stages of the game. Either make some posts it here or collect your ...Show All
JasonG271009 Where is the Directx forum gone ?
Can someone help me to find the "real" msdn directx (graphic, sound, ...) forum I used to work with it but I cannot find the link anymore. A few weeks ago, there was a link to it on the main dx page. I've got threads still open on those forums. Thanks These DirectX forums have been going for over a year - I'm not sure what you mean by the real forums. If you mean the newsgroups microsoft.public.win32.programmer.directx.* then you can find them with outlook express or google groups http://groups.google.com/groups/dir &sel=33607115&expand=1 ...Show All
urir Drawing random textures
I'm trying to make my own version of Brakeout because I don't really like some of the demos and code that people wrote (i'm not saying it's bad I just think that I can make a better verson). I'm trying to draw random textures for the blocks and I got the drawing of the random textures (a different texture for each block color). I have to code working, but the textures for my blocks keep changing and when I comment out the code that randomizes the textures it just draws my blocks with one color. Here is some of my code so you can see what i'm doing. void DrawBlocks() { for ( int i = 0; i <= block_num - 1; i++) { if (texture_select == true ) texture = rand_texture.Next(0, Level); if (Block .visible == true ...Show All
GNT FoxPro 8 Capturing microphone in Managed DirectX 10 (2.0.0.0)
Hi all, I was wondering if anyone has been able to record microphone input with managed directx 10 (i'm using c# but any language will help!). Previously it was done in DirectSound, using a CaptureBuffer and an elusive "Read()" function (now missing in 2.0.0.0). I have read a number of times that DirectSound is to be replaced by Xact but it's strange that everything I need to record sounds is available except this Read() function.. So my question is, is this now done through Xact or still through CaptureBuffer but without the use of Read(). If it's done via Xact, does anyone have any good tutorials on recording through Xact (i have searched, but haven't found anything at all yet) If it's done via the CaptureBuffer still, does an ...Show All
jasse_91 shader 1.1 or higher?
everytime i hit f5 to build and debug my program it always gives me this error........"Could not find a Direct3D device that has a Direct3D9-level driver and supports pixel shader 1.1 or greater." does anyone know how i can take care of that problem. I downloaded the DirectX SDK and all the other stuff but its still giving me that What graphics card do you have If you have an old card (like a GeForce 3), it probably doesn't have shader support. Unfortunately, if that is the case, then the only way to solve the problem is to buy a new card. Although, you may be able to run your game in software rendering mode. Someone else would probably be more qualified than myself to assist you with that. ...Show All
narukrish Threads
Does the XNA framework utilize threads automatically I know the update and draw methods are called automatically, but do they run on different threads The xbox 360 has multiple cores, so it'd be stupid not to utilize those. How does threading work in XNA What, no one knows How things will run on the xbox is not released, and has not been talked about very much at all. So don't be surprised if there is no information yet. Only someone from the XNA team can answer this anyway as any external people will be under NDA and can't talk about it if its not public. We've already added a request in the documentation thread for this based on this thread ...Show All
BRCEWANE Oriented bounding boxes
Tried rotating my bounding boxes, when my picking stopped working I realized they're meant to be axis aligned only. Can anyone point me towards code for non AABBs that would also support intersection with a Ray object Cheers It's just a mathematical thing that you need to do to transform directions. Check out http://www.worldserver.com/turk/computergraphics/NormalTransformations.pdf for a far better explanation than I could give. In short, you first invert, then transpose. So it's something like Matrix.Transpose(Matrix.Invert(objectWorldMatrix)) Another option you have is to turn your ray into two endpoints and just transform those with the inverse and then recalculate the new transformed direction from the transformed endpoints ...Show All
averge joe DirectX 9.0c Installation
When I try install Directx 9.0c December 2005 Redlist I Envisage with this Error : "An internal system error occurred. Please refer to DXError.log and DirectX.log in your Windows folder to derermine problem." I several time download Directx 9.0c December 2005 and November 2005 but everytime I Envisage with this error and when I go to DXError.log and DirectX.log see this Problem with dsound.inf : -------------------- [01/05/06 01:40:11] module: dsetup32(Sep 28 2005), file: setup.cpp, line: 6443, function: CSetup::InstallDirectXInfsFromInfSection Installation of 'C:\WINDOWS\System32\DirectX\DX113.tmp\dsound.inf - [DefaultInstall]' failed. --------------------- 01/05/06 01:40:11: dsetup32: Installa ...Show All
yeshman CodeGeeksWiki and New Community Site
Ok guys, the CodeGeeksWiki is back up and running, we had a server issue that shut down the site and we lost the entire database. We've got it back up and running, and upgraded the site at the same time to MediaWiki 1.8 On another note, we've also opened a new blogging and forum site for general development. Code-Geeks Community site. Its free and based on Community Server 2.1. So go start a blog, post on the forums, post pictures of your games or any other projects you'd like! CodeGeeksWiki Code-Geeks Community thanks...well we had a lot of content up there about a week ago, but our Host's servers crashed, and apparently they lost the backup HDD's in the crash and didnt have it backed ...Show All
Joel Martinez Resizing the Device/Window? Bug?
Hey, I am trying to reset the device with new settings but changing just the Device.PresentationParameters.BackBufferWidth/Height only resizes the Device and not the window. This causes a shrinking or expanding effect with the back buffer in my window. How am I supposed to be resizing both the device and the window Is there any reason why these are not in IGraphicsDeviceManager I mean I can always cast Game.Services.GetService(typeof(IGraphicsDeviceManager) as GraphicsDeviceManager... but seems like that is a work-around for what should be natively built into the interface. This is something that caught me up too, the correct way to set the desired width and height is to use: graphics.PreferredBackBufferWidth = newWidth ; ...Show All
randeep_k Making 3D objects move like 2D objects
I built in support for 3D models in my 2D game's engine. So now it's a 2.5D engine in a way. Basically, what you have is a standard interface for all of the game's sprites. These sprite may consist of 2D textures, or 3D models. Either way, that are to be controlled using the same interface and act in the same way. Here's the interface - public interface ISpriteRenderable : IRenderable { // members string SpriteFilename { get ; set ; } Vector2 Pos { get ; set ; } Vector2 PosOffset { get ; set ; } Vector2 Size { get ; set ; } Vector2 SizeMultiplier { get ; set ; } float Rot { get ; set ; } // methods void LoadGraphicsContent( ContentManager content); void UnloadGr ...Show All
littleflsh Xbox Live Arcade "Standards" ???
Does anyone have any information about the required "standards" for an Xbox Live Arcade game For example, most arcade games I've downloaded appear to have the following 6 standard menu options for their splash screens (in order)... 1. Single Player 2. Multiplayer 3. Leaderboards 4. Achievements 5. Help and Options 6. Return to Arcade (For trial versions, there is also a 7th option, Unlock Full Version, or something similar. Also, I'm assuming Multiplayer is optional; non-multiplayer games obviously don't need it.) What other requirements are there Where can I find more information about this Thanks! Hope this helps Xbox Live Arcade Due to the tremendous success of the Xbox Live Arc ...Show All
aliasx download DirectX 7.0 sdk
Is still possible to download directx 7.0 SDK Where can i download it Not from Microsoft. However there are some sites out there that have copies. I'll let you find them yourself becuase who knows which ones are trustworthy. You might also try some indie gamer forums - lots of indie gamers use old versions of DirectX. Finally check your old game programming books, lots of them had the SDK on the CD. Yeah I had a wiki bookmarked a long time ago that had nearly every directx SDK archived, but I've rebuilt my system since then and will need to find it again. heh. ...Show All
George2 Cannot run D3D 10 samples (Vista + Ocrober SDK)
Hi. Cannot run samples on Vista. Some samples run fine, but they have D3D 9 code, I think. For instance, ParticlesGS says it "Cannot find compatible device" or something. Have GeForce FX 5200, 96.85_forceware_winvista_x86_international_whql.exe drivers installed, will D3D 10 be available at all Your videocards doesn't support D3D10. So, it's not possible to run D3D10 samples in HW mode/ But if you installed October DX SDK on Vista RC1 you should be able to run D3D10 samples on refrast. But it will not be pleasant speedwise. Thank goodness! I recently moved over to Vista RTM from RC1, and I am really looking forward to getting back to work on my ...Show All
Speedie Smooth movement
I did a "game" where a ball bounce around the screen. It's running at 60 fps but it isn't a smooth movement. It's an issue from XNA Framework Beta I am working with SpriteBatch class... So you're moving 2 pixels every update, 60 times a second. That should provide fairly smooth movement. I'd try to islote it to make sure it isn't your movement logic. Try creating a simple application that just moves the sprite back and forth across the screen and see if it performs the same. You may also want to double check the elapsed times to make sure your game is running at 60 frames a second. Try setting the graphics component to run in fullscreen, turn on the Sync to vertical retrace option and ch ...Show All
