C# is a multiparadigm, managed, garbage-collected, object-oriented programming language created by Microsoft in conjunction with the .NET platform.

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Creating natural environments that can run on lower end computers in Unity3D/C#

So, I'm starting work on a project soon that will require me to create realistic environments that can preferably run on PC's besides high quality ones. The goal is to get as real an environment as ...
5
votes
3answers
284 views

Accessing managers from game entities/components

I'm designing an entity-component engine in C# right now, and all components need to have access to the global event manager, which sends off inter-entity events (every entity also has a local event ...
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0answers
132 views

C# Collision test of a ship and asteriod, angle confusion

We are trying to to do a collision detection for the ship and asteroid. If success than it should detect the collision before N turns. However it is confused between angle 350 and 15 and it is not ...
4
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1answer
2k views

How to create a 3D world with 2D sprites similar to Ragnorak online?

As far as I know Ragnorak Online is a 3D game world with 2D sprites overlayed. I would like to use this style in a game I am making in Unity, so I would like the player to be able to select little ...
21
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2answers
1k views

Making entire scene fade to grayscale

When the player loses all of their lives, I want the entire game screen to go grayscale, but not stop updating immediately. I'd also prefer it fade to grayscale instead of suddenly lose all color. ...
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3answers
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Parent variable inheritance methods Unity3D/C#

I'm creating a system where there is a base "Hero" class and each hero inherits from that with their own stats and abilities. What I'm wondering is, how could I call a variable from one of the child ...
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vote
2answers
3k views

Breakout collision using 2D Rectangles?

Here is my code: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Microsoft.Xna.Framework; namespace BreakOut { class Field { public static ...
2
votes
1answer
847 views

XNA 4.0 and Lidgren Library, How do I create a server/client hybrid?

My use of terminology may be off a little bit. I have been playing around with the Lidgren XNA sample for how the library works, and it is simple to implement it looks like. I am curious on the logic ...
6
votes
1answer
322 views

Should I call the garbage collector during loading screen?

SO, I read a bit on Garbage Collection lately, out of curiosity, and there is something that is repeated quite often: garbage collection can lead to sudden slow down of the program, depending of the ...
6
votes
5answers
849 views

Need some advice regarding collision detection with the sprite changing its width and height

So I'm messing around with collision detection in my tile-based game and everything works fine and dandy using this method. However, now I am trying to implement sprite sheets so my character can have ...
0
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4answers
3k views

XNA spritebatch drawing to the centre of screen

I have bit of a silly problem. Is is possible to use SpriteBatch.Draw() method to draw to the centre of screen using coords from the beginning of window (So resolution 800x600 would use 400;300) ...
2
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0answers
2k views

XNA Screen Manager problem with transitions

I'm having issues using the game statemanagement example in the game I am developing. I have no issues with my first three screens transitioning between one another. I have a main menu screen, a ...
4
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1answer
687 views

Character jittering with this tile based collision code

I have been trying to get my collision code working for hours now but with every resource I have tried my character still jitters. First I tried using the platformer sample but my character still ...
3
votes
1answer
3k views

Orbiting a specific point - Orbiting Camera

How would I create a camera that with the mouse, it allows you to orbit around a specifc position, with the camera always facing that point? I would also like it to be able to always be at a constant ...
5
votes
2answers
2k views

How do I resolve a collision of a rectangle with two rectangular tiles at once?

I am having some problems with collision detection between a player and the environment in a tile-based game. I have a player objects, Tiles and what I call MapObjects. The tiles are all 16×16. The ...
2
votes
1answer
274 views

2D Object 'Targeting' / 'Selecting'

I'm currently working with C# with the XNA framework. I'm trying to create a list of objects that are individually target-able after they are created and set in a list and displayed on a tile map. ...
3
votes
1answer
580 views

Making particle bounce off a line with friction

So I'm making a game and I need a particle to bounce off a line. I've got this so far: public static Vector2f Reflect(this Vector2f vec, Vector2f axis) //vec is velocity { Vector2f result ...
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votes
4answers
2k views

Still confused about timesteps in XNA

I have been reading many different posts and articles about timesteps and while I now understand that fixed timesteps are generally considered superior, I'm having a bit of difficulty implementing one ...
1
vote
2answers
746 views

What basic windows form games should I build as a newbie in game development? [closed]

I am a complete newbie in game development. I want to know about some basic games that I can start building with simple algorithms and basic knowledge. I have already made few basic games like ...
2
votes
3answers
874 views

Stuck in an infinite recursion in Minesweeper

I am trying to build a simple minesweeper game. The game gets stuck in an infinite recursion whenever a user clicks on a tile which is not a mine... I have used the following function code for the ...
1
vote
1answer
523 views

Collision detection not working

I realized I put this in the wrong forum, so here it is: I made a collision detection in the Update() section, and this is the code: if (player.playerRect.Intersects(turtleRect)) { ...
3
votes
4answers
593 views

Some advice for settling on a map format for a tile game?

I am using XNA 4.0 and am currently working on a simple tile game to pass the time. Basically, I'm using the tried and true method of having numbers refer to tile types, where in 0 would be an empty ...
0
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1answer
232 views

Primitive Animation

I am creating a minecraft-like clone and was wondering what is the best way to go about animating a model, for example implementing the following feature: when the player presses the arrow keys, move ...
2
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1answer
1k views

Loading textures with SharpDX in Metro

I have converted my C# game from OpenTK (OpenGL) to SharpDX (DirectX) and have it up and running from Visual Studio 2010. I also have it up and running from Visual Studio 11 in Metro, in the Windows 8 ...
2
votes
2answers
584 views

How to store “chunks” of tiles or How to make my implementation work

I asked a previous question about the loading and unload of chunk data and people noted that my way of storing chunks is weird and I was wondering how I would go about doing it properly. @Byte56 ...
8
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1answer
4k views

Microsoft XNA Platformer Example, is the Collsion Detection implemented accurately?

The example provided by Microsoft seems as if the collision detection (from what I can see) will have a small error. When the user collides with an Unpassable tile, the depth of the intersection is ...
2
votes
5answers
4k views

How to make something rotate a certain amount over an exact amount of time

I'm trying to make a plane rotate down a certain amount and 180 degrees horizontally over 2 seconds. Basically I want it to take the plane 1 second to rotate to a horizontal-facing angle, then take ...
2
votes
3answers
1k views

Tutorials for Managed DirectX development? [closed]

Are there any good tutorials, for someone new to DirectX development? I'd like to use the SharpDX library in a project, but am completely new to this sort of graphics programming. I'm looking for a ...
2
votes
2answers
3k views

Loading and unloading “chunks” of tiles in a 2d tile engine with 2d camera

I am making a 2d tile based game in C# and XNA 4.0. I am having trouble loading and unloading "chunks" of tiles(blocks). The whole world is randomly generated and is infinate on both axis. How would I ...
2
votes
2answers
2k views

C# Console Snake Game, sort of fps problem

I have about 200 lines of code, really simple oop. When I load the console game (snake), I don't see it running smooth, like fps problems in in games, but I don't understand why, because my files are ...
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vote
3answers
2k views

3D XNA Tracking Camera

I'm trying to implement a camera that tracks a 3D model in my game. I've taken a look at this MSDN article on creating a 3rd person camera, as well as experimenting on my own; but I don't get the ...
5
votes
1answer
567 views

XNA Vertex buffer/Index buffer high memory usage?

I've got about 120mb of vertex and indices data, but when I set the data in the vertex and indices buffer it ramps up to about 300mb of memory used, this isn't really acceptable and I don't know why ...
1
vote
2answers
946 views

Transformation order when dealing with Meshes

I have created a player model out of primitive types. To do this I have created a Model class and Component (mesh) class. Each model consists of one or more components my problems start when you have ...
9
votes
2answers
16k views

C# creating a simple snake game

I was thinking about creating a snake game with C#, so I ran ideas in my head, and some problems came up. How can I track and output in the correct location the blocks that run after the snake's ...
0
votes
1answer
324 views

flicker when drawing 4 models for the first time

i have some models that i only draw at a certain moment in the game (after some seconds since the game has started). The problem is that in that first second when i start to draw the models, i see a ...
2
votes
1answer
355 views

Implementing IVertexType Interface

In XNA, I have created a new VertexType, called it VertexPositionTextureLight which inherts the IVertexType Interface, but apparently I need to implement the member of VertexDeclartion which I cleary ...
5
votes
1answer
310 views

Is it possible to reuse the same window in multiple games?

In particular, I'm thinking about C# and XNA, and obviously on Windows. Let's say I have the main game which is a normal XNA game, but at some point I would like to momentarily switch to a mini-game ...
5
votes
4answers
4k views

How to clip cut-off text in a textbox?

I'm writing a textbox class for my XNA game and I'm using SpriteFont to draw the text. It's only a single line textbox so when the text width exceeds the size of the rectangle box, it currently just ...
3
votes
1answer
3k views

Why isn't my sprite being drawn in the correct position in XNA?

Sorry if this has been asked before, but I can't seem to find it here. I'm trying to make an asteroids clone in XNA. I took the Game State Management project and am making new classes for things like ...
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vote
4answers
455 views

Bad to learn XNA without an amazing foundation on C#? [closed]

I've been going though Head First C#, and enjoying it's style of teaching. But I'm into this as a hobby for now, and I'm itching to learn more about games, so I've been diving into Learning XNA 4.0 as ...
-1
votes
1answer
1k views

3D Procedural Planet Generation - Resource [closed]

I don't know if the question fits on this site (if it doesn't I'll gladly accept any invitation to move it elsewhere), anyhow, I have found this Really great resource on 3D Procedural Planet ...
0
votes
1answer
477 views

XNA Sprites Not Drawing Correctly

I have a problem through out my current code where certain Texture2D's are not drawing correctly over each other. For example, at the start I have sprite font being drawn over a background image and ...
1
vote
3answers
843 views

How to integrate game logic in game engines

Recently I'm working on a 2d game engine example in .Net with C#. My main problem is that I can't figure out how I should include the game logic within the game. Currently I have a base engine which ...
3
votes
2answers
652 views

Calculating torque required to turn an object to a target rotation, depending on timestep

The function below works fine, when the timesteps of the physicsengine are short enough for the function to update often. It determinates when the ship(the object) needs to start decelerating to reach ...
3
votes
3answers
2k views

How to access SpriteBatch, Input, and ContentManager from all game screens?

I'm trying to make a Game State Manager and I'm using the Microsoft Game State Management Sample as guidance. However, I want a more simplistic design (no transitions, reflection, or support for ...
4
votes
2answers
2k views

Performance/architectural implications of calling SpriteBatch.Begin/End in many different places?

I notice some code samples only call SpriteBatch.Begin and SpriteBatch.End in the game's main draw method and then draw everything within that method through direct SpriteBatch.Draw calls or indirect ...
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vote
0answers
167 views

Farseer Physics EndContact events don't fire for all registered delegates

Here's my situation: I have several objects that contain a body and a fixture. They are set to sensor = true; atmosphere = BodyFactory.CreateCircle(world, atmosphereRadius / Level.METER_IN_PIXELS, ...
1
vote
1answer
559 views

Xna rotate around world axis?

I want to make it so that either the pitch yaw or roll rotates around the world axis and not the local axis, but I'm not sure how, I've got. Vector2 mouse_change = new Vector2(mouse_previous.X - ...
1
vote
1answer
4k views

Looking at the mouse position in a top down Unity game?

I'm trying to make a simple top down game where the player looks at wherever the mouse is pointed. The player is only going to rotate on the Y axis. Here's what I have so far but I can't seem to get ...
3
votes
5answers
1k views

C#/XNA multiplayer TCG game inside a browser possibe?

I wish to try and create a TCG using C#/XNA that would run inside a web browser. Some of the main game's features would be: At least 2.5D to imitate the card flipping/shuffling and etc. effects ...