Answer Questions
SenthilNathan space wars jerky?
Hello, When I run space wars it seams to jerk alot when I move the ship around. It just doesnt run smooth at all. Can the game be played in full screen it runs windowed on my pc. I thought it would run smooth. My pc is: AMD A64 3200+ 2 gb ram 7600GT All drivers are up to date. Also when I try and publish spacewars, when installing it, it comes with an error. Anyone else have this problem thanks To be honest , When I test the game it takes like 5 mins to load , I do blame my 256mb Ram I especially noticed the game slow down when you buy the double shots and shoot a lot on the screen. Maybe with 100 "shots" on the screen seemed to lag the game entirely. It's ...Show All
Muhsin Zahid Uğur How do pc users playtest?
forgive me I am clueless. well, you'll have to install the driver before you plug in the controller, but who's keeping track :-D http://www.microsoft.com/downloads/details.aspx FamilyID=0e989b12-576b-42f2-b7c1-2a17ce25188b&displaylang=en Do you mean play the XNA games to test I'd bet most just plug in a controller, but I'm not sure if that's what you're asking. When creating a new project, if you select "Windows Game", you have a XNA project that runs in windows. If you want to use the cool Xbox Controller, you just need it connected to your PC, and everything works (you need either the wired controller, or the Wireless Gaming Receiver for Windows) ...Show All
Cannan xbox360 zip compress
is there zip compress on xbox360 in the system.io space Why is it important Simple answer: no. i think it is important to have the function. Would you give us the function in professional version Because Maybe we will use it in Xbox360 oh. yes . MS have compress the assets with content pipline. but i still cannot kow whether we will have some unknow resource need to use and compress. Maybe, content line has included other goodness for other assets and exempt function of compress designedly ...Show All
Eric Livergood Strange shader optimization bug.
I have a shader that gives me incorrect output when I compile the shader with optimizations but when I use the flag D3DXSHADER_SKIPOPTIMIZATION the shader operates as expected. The shader is extremely simple and I can't work out what could possibly going wrong. Are there any known issues with shader optimization This is using the August 2006 DirectX SDK but also happens with previous SDKs.. Here is my simple shader. // ------------------------------------------------------------- float4x4 c_previousLocalToDevice; // Previous frame local to clip space transform float4 c_motionVectorScale; // ------------------------------------------------------------- struct Verte ...Show All
majinmunkee Do any big game companies use C#, VB.Net or J#
Hi, it's me again. ;) I've posted many posts in this thread, but try to stand me. Okay. This could be a silly question, but does any big game house use C#, VB.NET or J# to program DirectX Is it possible Timo Interesting thread. I disagree with Holy Smokes comments though. I've worked (for my sins) in computer games for about 14 years (I first learnt to code on the Speccy and BBC micro) - and in all this time I've seen control of gameplay mechanics moved from the coders who used to make the games into the hands of producers, designers and artists, just as you suggest. I've also seen a lot of terrible games and games companies going to the wall as they fail to handle four year development cycles. These cycles extend because of featu ...Show All
ZeePrime Running builds
Okay, I am a super newb so don't scoff okay. I just started playing around with XNA beta 2 and I have a small, but hilarious, problem that I can't seem to figure out. I am in the "Your First Game: Microsoft XNA Game Studio Express in 2D" starter section, and I am at the end of step 4. The text tells me to "build and run your game". I built it and it tells me that the build was successful, but I can't find the option to run the game!! Please someone, just tell me how to "Run" my build!!! Thank you very much. It sure will help! =) It's easy enough to miss. Looking at your toolbar under the file menu, you'll see a little green arrow. Clicking that will "run" your game. You can also hit the ...Show All
Hassan Ayoub moving camera around the world.. like a 3D shoter first person look
Hi I`m a new it direct x and struguling to learn it in managed code..c#... i have a box at 0,0,0 i want to move camera foreward.. backword lef right ... the camera... and rotate around with mouse i had looked at c-unit.com... and other sites.. but some of them do operations in math that i dont understand.. like the do.. cos of an angle.. or sin.. of mouse posion or 0.01f.. things like tthat Of course first error obtained was: "Error : Your mathemathic does not support Direct X 9.0c, please upgrade or contact your brains" Can anyone explain simply.. i know that i have to rotate on x axis to obtain the up and down look or rotate on y axis to obtatin left right views... but dost work vwery vell Btw.. my english is already bad.. and they use ...Show All
Daniel Tomasini problem with directx viewer
i have downloaded and installed the directx 10 sdk febrary 2007, but now my models in the directx viewer are send me this error: SAS: error X3539: ps_1_x is not supported in this version of the compiler memory(114,32): ID3DXEffectCompiler::CompileEffect: There was an error compiling expression ID3DXEffectCompiler: Compilation failed SAS: Could not load effect 'Resource:#103' Failed to load default material at mesh: 牟摥慟牲浥 material:1 with the october 2006 directx sdk, the meshes were show fine, but today y have update the sdk and now the directx viewer don't work, somebody can tell me how i can fix it i understand now the issue, but my video card support shader models 3.0 and i 'm working with 3d ...Show All
paddyO Please Add Non-Generic DrawUserPrimitives and DrawIndexedUserPrimitives methods.
I posted this request in the Suggestion tool as well. Btw- where is the link to actually view the contents of the Bug reports, and Suggestions You'd think that would be handy from the connect.microsoft.com site, but I can't find it. Add the method: Device.DrawUserPrimitives(Type vertexType, PrimitiveType type, int count, Array vertexData); and a similar non-generic method for Indexed primitives. I have a rendering system that captures rendering calls, and retains the call information. Later on, it sorts all of the calls in order to minimize state changes before execution. This is a very commen scenario. IT IS VERY DIFFICULT to call generic methods (in a generic fashion) when you only know the vertex type, and have a un-typed array. For ...Show All
Allan-Nielsen Is XNA GSE the first console SDK for the masses?
tried searching, couldnt find anything. but is XNA GSE for the most part, the first SDK for a game console for the masses well, besides way back in the day before NES, but I mean when it came to the N64 and on generation of consoles most consoles require that you void their warranty to mod them to play custom made games, or the $1000+ dev version from the manufacturer. I may be understanding console dev incorrectly, but I read that the Wii dev console is about $1000 or something. even tho XNA GSE isn't allowing you to make fully working xb360 games that can be distributed, it seems like one of the first available to be pushed by the manufacturer to make indie/solo games without the need to illegally mod your xb360... just the $100/ye ...Show All
kawano1h Audio Question
Sorry if this has already been answered but I don't really have time to look for that answer here it is... It has come to my attention that the October 2006 DirectX SDK has come out and has a version of XACT different from the August 2006 so... Does the current version of XNA Game Studio Express support the XACT version on the October 2006 DirectX I would have to spend another 3 - 4 HOURS downloading the other version so please anwser soon... Dude, just download the august SDK. Just download it over night. It's not a big deal. I downloaded the October version (never saw an August version) and when I try to compile, Visual C# says "XACT Could not load the data provided. Make sure you are using the correct v ...Show All
pcd Bug with SpriteBatch.Draw scale?
I'm working on a particle system. While experimenting, I created some scale and rotation tests to make sure the particle system is working as expected. For these tests, I am using both positive and negative values for both the scale and rotation factors. With rotation, a positive value rotates the sprite clockwise and a negative value rotates the sprite counterclockwise. That's fine. I then tried scaling. When I increased the scale factor, the sprite enlarged as expected. However, when I decreased the scale factor, the sprite shrank but ONLY WHILE THE SCALE FACTOR WAS POSITIVE. As soon as the scale factor became negative, the sprite began to enlarge again! In mathematical terms, it appears the sprite is using the Absolute Value of th ...Show All
BeaverMan Memory Leak?
Heya, I've been working on this 2d game for about a month and a half. A space shooter with a ton of animations. But thats not the problem the problem is recently as the amount of Images has increased I've noticed that the memory usage never stops going up as the game progresses. I know there is some kind of flaw or redundancy in the way i store textures now since the release of beta2 and the content manager. However What would cause memory to keep adding up until the game begins to stutter The structure for storing textures was done before the content manager so it is just a Dictionary class that loads and gets textures loaded via the content manager. The UnloadGraphicsContent method in the game unloads the content mana ...Show All
still hoosier Computing tangents on a skinned mesh
Hi all, I'm trying to find a way to compute tangents on a skinned mesh, but I'm out of ideas. I've used D3DXComputeTangentFrameEx() to successfully compute tangents on static meshes, but this won't work on a skinned mesh, as the function splits vertices as needed to generate the tangents. This causes skinning-related problems later on, in my particular case it causes ConvertToIndexedBlendedMesh() to fail, since the new mesh with tangents no longer matches the skinInfo. The output window specifically says: D3DX: ID3DXSkinInfo::ConvertToIndexedBlendedMesh: The input mesh, pMesh, does not have the same number of vertices as the skin info class So then, how exactly does one go about computing tangents on a skinned mesh I know its po ...Show All
c# interface Not convinced that texturing actually works
I cut and pasted the " How to: Apply Textures to 3D Primitives" tutorial into VSE. I keep getting an exception...will someone please post an example that actually works on their machine...the bare minimum code that I can cut and paste in...texturing in MDX was SOOOO much easier. I don't have much faith when a tutorial for basic texture mapping doesnt even work Microsoft.Xna.Framework.Graphics.InvalidCallException was unhandled Message="External component has thrown an exception." Source="Microsoft.Xna.Framework" ErrorCode=-2147467259 StackTrace: at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawUserPrimitives[T](PrimitiveType primitiveType, Int32 primitiveCount, T[] vertexStreamZeroData) ...Show All
