Answer Questions
kbalusu TorqueXNA
I had a look at the XNA version of the Torque 2d engine and noticed that it converted 4mb worth of png files into over 60mb of xna files; Is this a Torque issue or xna as its a massive increase and would make releasing any games online a virtual impossibility. The Tank Buster starter kit has a little under 10MB of png files that turn into 87 MBs of xnb's. There is nothing inherent in converting PNG to .xnb format that will make the files larger: it all depends what output format you are converting them to. The .xnb files are just a wrapper around whatever kind of data you want to put in them. Going from 10 to 87 megabytes suggests that the output files are being stored in 32 bit uncompressed format, which is obviously ...Show All
Annihil8 Effect Textured Model Doesn't Render
I'm currently looking into HLSL and am using an effect file that came with Max 9 (StandardFX.fx), which has all the basic effects along with bumps (normal and parallax). When I go to draw my model with the following code: foreach (ModelMesh mesh in myModel.Meshes) { foreach (Effect effect in mesh.Effects) { effect.CurrentTechnique = effect.Techniques["Default"]; Matrix WorldMatrix = Matrix.CreateRotationZ(modelRotationGamma) * Matrix.CreateRotationX(modelRotationAlpha) * Matrix.CreateRotationY(modelRotation) * Matrix.CreateTranslation(modelPosition); Matrix ViewMatrix = Matrix.CreateLookAt(cameraPosition, camLook, Vector3.Up); Matrix ProjMatrix = Matrix.CreatePerspectiveFiel ...Show All
Wouss "Trail" effect with sprites.
Hi all - I'm currently developing a GUI system, but I've come to testing the first stage of it and I'm finding a strange problem. When in the game Update() method I tell all my Controls (my custom class) to update their coordinates and I draw them in turn in the Draw() method. Now when I have one Control overlayed on another, I see that the overlayed Control looks like its "trailing" after its parent control, trying to "catch up", even if you drag it fairly slowly. (The effect *does* disappear but only when you drag it about a few pixels per second). Now I believe this has something to do with the fact that I'm using SpriteSortMode.Immediate. Problem is, I need to use this SpriteSortMode because I'm setting SampleStates. I tried ...Show All
yamobe User Friendly?
Hey is this SDK userfriendly to someone who doesn't know the first thing of Visual C# As in, do you need to learn C# for Visual Game Studio Express For XNA GSE you will absolutly need to learn c#. That is not entirely accurate :) I suspect X-static is making claims for his upcoming product.... but I would argue that at that point you are not really using Game Studio Express or XNA any more than you are using DirectX when you use GameMaker. Never mind that his product is rumourware at the moment ;-) However other products like TorqueX (which has a website and everything) will help you do more game development without as much programming. But to make the pedantic people happy.... Fo ...Show All
Chatterbox Bullet Hell Tactics - Shoot'em'up game created with XNA (video and screensots)
Hey! For the last couple of months (5 to be exact) I have been working on a shoot'em'up (shmup) game with XNA and have now come to point where I can show what it will look like and how it will play. I have screenshots and a gameplay video that can be found at http://shmup.blogspot.com . (Remember that this is work in progress, and a lot of stuff is missing). Here you can also read about the development and progress of the game. I don't yet have a playable demo for download (sorry). Later on I will have a beta for download for those of you that wish to try it. It has been a WHOLE lot of work to get this thing play (I know maybe it doesnt look like much work when you see it but trust me - it is!) Almost all the gameplay element ...Show All
Pavel Morozov Now that D3D10 hardware is available...
... has anyone actually been able to run their own programs using only publicly available resources The October SDK requires Vista RC1, which I'm currently using. Seems that they made some DDI changes in Vista RC2 such that it is no longer compatible and the latest publicly available drivers from Nvidia seem to be for RC2 only (makes sense). Even then, I have no idea if these RC2 drivers actually enable D3D10 on their new GeForce 8800 hardware. I doubt any archived RC1 drivers have the necessary parts (can anyone confirm ) nor would any "in box" default drivers. I presume various developers have been using GeForce 8800 hardware behind closed doors for a while, but they'll have access to Nvidia's developer relations te ...Show All
joaomgcd Managed C++
So I understand Managed C# is the primo langauge for Game Studio Express but would it be possible, either when it comes out or eventually, to use Managed C++ with it too It really bothers me I'd have use C# over C++ for the Game Studio... I do think that I would prefer coding C# over C++. But there is such a huge code base in C++ so I think that it has to be the second language to be adapted by the XNA Studio. Is there a C++ to managed C# conversion guide Regards Joachim Yes, by content we mean art assets, but also potentially sounds, physics data, AI information, etc. Basically everything that isn't your code. The component designer is similar in concept ...Show All
ajustin text mixed with 3d
thought id ask another question while im at it. i want to display text on the hud of my 3d engine. i did some searching and came across some of the text components out there and chose the nuclex.fonts componenet (very good imo). this works fine on its own or with other 2d objects (eg. sprites) but if i render any 3d objects, all the 3d objects have z buffer issues. i noticed this problem when i first introduced sprites into my engine and it was fixed via the spritebatch.begin methods savestatemode parameter. however, this functionality doesnt exist with the nuclex.fonts package, so my 3d objects are all screwed again. is there another option to prevent this, or can someone tell me how to manually save my renderstate and restore it after re ...Show All
fabster Collision Detection in 2D?
I am trying to make an event where if two 2D sprites collide with each other. like this... if (sprite1 and sprite2 collide) } //Event } You could: a) give each sprite a collision Rectangle and test whether those two rectangles intersect. You could extend this by giving each sprite multiple Rectangles and testing whether any of them intersect. b) use circles instead of rectangles above. c) do pixel-perfect collision (I'm not sure how this is done but some have done it in XNA pretty easily I think). Probably worth checking out how Gary Kacmarcik did it in XNAExtras here. Maybe if you don't even want to write your own then that link will help you out a lot ;) You could have your collision test function as part of a separ ...Show All
bazad Multiple instances of a sprite
Hi i am fairly new to XNA and i am just messing around at the moment with it. what i am trying to achieve is when i push space a new instance of a bullet is created so even though there is just on sprite i can fire 20 bullets for example at the moment it fires the one then if i hit space the one i fired re assigns to the characters x and y. how do i make it so i can create multiple instances of the image. Regards Mark PS if u need more info let me know Hi osrry i am a little confussed is there a class/function that exists already in xna to take care of a bullet or do you mean for me to make a class to do it regards Mark Hey Jim, quick question. Is there a ...Show All
Steven Galione DirectX10 asm
actually I can't use Vista for make test in DirectX10, can please anyone post here an fx file with vertex,pixel and geometry shader and the relative compilation in asm using fxc10. I need to see it for a project that I've in mind thanks I know it but for my project I need to know how directX10 compile the geometry shader that is kind different from vertex and pixel shader (it has an inout list for example). What I need is an fx file (one of the fx shader in the october SDK for example) and its compilation with fxc10 (fxc10 /T fx4_0 filename) In that way I can see in assembly what it does. I've october SDK but fxc10 need directX10 installed and actually I can't install Vista on my machine to test personally. Thank you ...Show All
xRuntime Pulling Data from ContentManager
I've got a question on why to use the content manager. Say I have loaded a texture into the content manager - paddle = content.Load< Texture2D >( @"Graphics\paddle" ) as Texture2D ; If I want to access the data from the content manager, would I have to put something like this - sprites.Draw(content.Load< Texture2D >( "Graphics\\paddle" ), new Vector2 ( this .paddle1.Point.X, this .paddle1.Point.Y), Color .White); Or is there an easier way then that Cause if I have made a texture variable, then loaded it into the content manager, why couldnt I just call the variable directly like this - sprites.Draw( this .paddle, new Vector2 ( this .paddle1.Point.X, this .paddle1.Point. ...Show All
aaks Why Can I only see Red Color when drawing three points which have three colors?
CustomVertex.TransformedColored[] verts = new CustomVertex.TransformedColored[3]; verts[0].X=150;verts[0].Y=50;verts[0].Z=0.5f;verts[0].Color=Color.Red.ToArgb(); verts[1].X=250;verts[1].Y=250;verts[1].Z=0.5f;verts[1].Color=Color.Yellow.ToArgb(); verts[2].X=50;verts[2].Y=250;verts[2].Z=0.5f; verts[2].Color =Color.Green.ToArgb(); device.SetRenderState(RenderStates.ShadeMode,2); device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1); Someone Please tell me FVF stands for Flexible Vertex Format. You have already set it right with device.VertexFormat. Your code works fine on my system. Can you please tell me what graphics card you are use and make a screenshot of your Result This is my All code. Devi ...Show All
tequilatamm Any way to fill texture with data in memory?
I thought it should be Texture2D.SetData() but when I saw the remarks, I found it says it can only be used with dynamic texture. So if I use the constructor of Texture2D to create a managed/automatic texture, how can I fill it with data Yes, that makes life a lot easier. ^^ Thanks. It's great that it's only a bug in the document. SetData works fine with automatic management mode textures. Just wanted to point out that you can use the Color struct directly instead of uints (or other IPackedVector implementations for other SurfaceFormats). So your chequered texture code could use something like this instead: Color[] pixels = new Color[width * height]; ... ...Show All
smartpi Audio Clips Cutting Out
Hello, I've followed the xna audio tutorial here: http://xbox360homebrew.com/blogs/audio/archive/2006/09/01/119.aspx and can get sounds to play fine. However, I notice that they often don't play when called or "interrupt" each other as if there aren't enough channels and the resulting effect is poor. public static void Play( string name) { Cue returnValue = soundbank.GetCue(name); returnValue.Play(); } I'm also calling Update on the AudioEngine when the game updates. Anyone else running into this Your cue objects are being garbage collected, at which point the sound will stop playing. You need to either hold onto a reference to your Cue instance ...Show All
