I have been thinking about how to implement a PostProcessing manager into my engine (Vanquish).
I am struggling to get my head around how a Post Processing technique works. I have read and viewed the Post Processing sample on the creators.xna.com webiste, but this seems to re-render the model applying the Post Processing effect.
I can ...
For example in Peggle or Apple Jack, the user can move around a curve showing where the ball (or the washing machine / panda or whatever) is about to go before the user has requested that the projectile is launched. I know i need to use an equation to plot the points but I'm no mathematician (anymore :(). Can anybody be so kind as to p...
hey.
I'm creating a 2d side scrolling game and have a question regarding the collision. I've been reading various articles and a few of them say that you should have a collision layer, which is exactly the same style as the tile layer but simply stores bits. I understand this logic, but what if my tiles are actually structs that contain...
Just wondering if C++ has a standard equivalent of the Vector2/3/4 (structures I think?) in C#?
Edit: For clarification a XNA C# Vector2/3/4 "structures" (I'm not entirely sure what they are) basically hold 2, 3, or 4 float values like a struct in C++ defined as:
struct Vector3
{
float x, y, z;
};
I've been basically using just t...
Hello,
We are trying to make 3D stereoscopy work within XNA for Windows PC Games using NVidia 3D Vision, we really have no idea how this would be achieved and are just now skimming through the XNA documentation, while we found some examples for anaglyph 3D, we were wondering if there was any way to make it work with the Active glasses ...
Right, so far I have managed to create a Quaternion for rotation. Only problem is now, how do I apply it to only certain cubes? As when I press the right key on the keyboard at the moment, every cube is being rotated continiously around the origin.
For reference, I have 8 cubes positioned in a similar set-up to that of a Rubik's Cube (...
ok, so apparently xna games can only run at 30fps, which is a shame, because our game on iphone looked alot better at 60...
at any rate, because the only way you can get information about the touch screen state is to get its current state, effectively this means you can only sample the touch screen at 30 fps.
even if our game has to ru...
Attempting to do SetData() on Texture2D that has been recently Draw()-n by SpriteBatch leads to following exception:
The operation was aborted. You may not modify a resource that has been set on a device, or after it has been used within a tiling bracket.
Can I determine in advance if executing SetData() will throw this exception?
...
I am trying to debug my Windows Phone 7 app, and I am getting the following error upon launching the app in the emulator (via VS2010 debug):
Unable to start program
'\Windows\tashost.exe\'
The drive cannot locate a specific area or track.
Any ideas as what may be causing this? The most recent change I made was adding functional...
In the game I'm making, I'd like to be able to display and have the user input Unicode characters. However, I'm having problems with using SpriteFonts to handle this task. Including all of the Unicode characters uses up WAY too many resources (it even causes VS2010 to crash!), so that's out of the question. But I'm not sure what other op...
I know that when developing for Xbox in XNA, you basically just set the resolution to 1280x720 and the Xbox will just take care of things, but on PC I'm having some trouble getting the resolution handled correctly.
I would like it to be able to run at other resolutions, but I'm actually happy to make the game always widescreen and just...
I create a new project in xna 4.0 for windows. I put it on both Reach and HiDef profile settings in properties. When debugging I get the following error:
No suitable graphics card found. Could not find a Direct3D device that supports the XNA Framework HiDef profile.
I made sure to select the 'Reach' profile, I still get this error.
G...
Is there a way that I could basically develop my XNA game at 1080p (or 720p) as my default resolution and then depending upon the set resolution just scale everything in the game to the proper size, without having to set the scaling factor in every Sprite Draw() method?
My thought is that, I could develop all the graphics, configure coo...
I'm working on an application that uses the XNA framework to do it's 3D rendering. I now want to load a texture from file. I've found two methods so far:
Texture2D.FromStream(GraphicsDevice, Stream) The problem with this approach is that it only loads gif, png and jpg and I also need support for tga images.
Create a ContentManager obje...
I've recently been tasked with porting a large codebase of C++ code to XNA, specifically .Net v4 Client Profile. My hope was to use C++/CLI rather than translating all the code to C#, but in my feasibility tests, it looks like you can't reference non-XNA projects from XNA, and there's no way to create a C++/CLI XNA project.
I've set the...
I am pretty good at programming, however, i am new to c# (xna), i am following a tutorial to draw a sprite on screen and the blendstate method is not recognized when used like the following in the draw method:
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
/...
In my XNA game, I program and design the entire thing for 1920x1080 resolution and then scale scale and letterbox to fit the running system (XBox or PC).
This has been a great solution as it allows me to only ever worry about one resolution.
However, I'm now wondering if this will come back to bite me in the future as the game becomes ...
In XNA, when calling Content.Load() to load in a resource, if you load the same resource into multiple objects (i.e. the texture for a projectile of which there can be many) are you getting a copy for each object, or is the system just internally referencing the same memory for each one?
I was realizing that having a separate Texture2D ...
I am just starting out in XNA and have a question about rotation. When you multiply a vector by a rotation matrix in XNA, it goes counter-clockwise. This I understand.
However, let me give you an example of what I don't get. Let's say I load a random art asset into the pipeline. I then create some variable to increment every frame by 2...
I'm writing a game, and while it's performance is good most of the time, it sometimes slows to a crawl. Normal profilers haven't been a help in this, as they record the whole time my game is running, and the important info in the laggy portions get diluted over all of the smooth sections. Are there any tools or libraries that can help me...