Tagged Questions
1
vote
1answer
72 views
XNA draw 3d graphics in 2d game
I am programming a simple pool game in XNA. I am using Farseer for simple 2d physics but I want to use 3d graphics. My problem is I can't get the rendering to work.
I have one model for the ball and ...
5
votes
1answer
112 views
Composite 3-D and 2-D using Anamorphic Projection?
I'm working on a game which takes place on a two dimensional grid similar to the fluid background grid in Geometry Wars. It is implemented as a procedurally drawn spring system which may have force ...
0
votes
0answers
91 views
Camera Projection back Into 3D world, offset error
I'm using XNA to simulate a robot in a 3D world and then do image analysis on what the camera sees.
I have my camera looking down in front of the direction that the robot is going, and I have the ...
0
votes
0answers
215 views
Map 3D space to 2D screen space?
Could some one help me to understand this code and explain it?
It's about converting from 3D space to 2D position, so that I can use it in another Effects (.fx) files, but I am a bit confused.
float ...
1
vote
1answer
319 views
Trouble with SAT style vector projection in C#/XNA
Simply put I'm having a hard time working out how to work with XNA's Vector2 types while maintaining spatial considerations. I'm working with separating axis theorem and trying to project vectors onto ...
1
vote
2answers
603 views
How would I achieve diablo like 2D isometric projection?
I am in the process of coming up with an idea for a game, and I would like it to be isometric like Diablo. The problem is I have no idea how it achieves the effect of height like in the following ...
15
votes
1answer
456 views
Keystone Correction using 3D-Points of Kinect
With XNA, I am displaying a simple rectangle which is projected onto the floor. The projector can be placed at an arbitrary position. Obviously, the projected rectangle gets distorted according to the ...
1
vote
1answer
129 views
Finding furthermost point in game world
I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is:
convert player world ...
8
votes
1answer
1k views
Screen space to world space
I am writing a 2D game where my game world has x axis running left to right, y axis running top to bottom, and z axis out of the screen:
Whilst my game world is top-down, the game is rendered on a ...
4
votes
3answers
298 views
How can I calculate where my camera can be to avoid showing something outside a region?
I have a landscape model, which goes from the coordinate -45, -45 to 90, 90.
The edge of the model just cuts off and i would like to somehow stop the screen from ever passing these points. Basically ...
2
votes
1answer
253 views
Shader issues when creating projection using CreateOrthographicOffCenter instead of CreateOrthographic
Pre. Having these matrix transformations:
var scale = Matrix.CreateScale(50f);
var eye = new Vector3(0, 0, 10.0f);
var view = Matrix.CreateLookAt(eye, Vector3.Zero, Vector3.Up);
var projection = ...
2
votes
2answers
961 views
How should I calculate world and projection matrices in this scenario?
I'm trying to understand transformation matrices. Suppose I use the camera from this StackOverflow answer, this is how my view matrix would look:
Matrix.Identity *
...
3
votes
2answers
524 views
XNA - Non perspective projection?
For a section of my game, instead of having a perspective projection, i would like to display an isometric view of an object.
So i don't want things to appear smaller if in a distance, etc.
...
7
votes
3answers
753 views
Inverted textures
I'm trying to draw textures aligned with this physics body whose coordinate system's origin is at the center of the screen. (XNA)Spritebatch has its default origin set to top-left corner.
I got the ...

