Tagged Questions
1
vote
1answer
57 views
Damage indicator screen overlay
I want to make something already done by a lot of games , which is when I am taking so much hits from enemy red screen drawn like the following , using XNA 4.0:
after it's drawn and I am still alive ...
1
vote
4answers
79 views
vertices, better to have more but draw a smaller area or less but expand a larger area
I have a simple question really. I am creating water for a game and had two different design approaches:
Make a single plane that expands the entire playspace, which would take 6 vertices but cover ...
-5
votes
1answer
91 views
camera2d class will not work [closed]
using System;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using ...
1
vote
1answer
108 views
How to draw different textures on my cubes DrawUserIndexPrimitive with XNA?
I'm having some problem to draw textures with class "DrawUserIndexPrimitive" on Xna.
I can draw my cubes / models without problem. But I want to draw different textures on my cubes.
I loop on each ...
-1
votes
2answers
142 views
Draw 60,000 cubic with DrawUserPrimitives on xna with only 20 fps-buffer problem?
I'm working on a minecraft style games on xna. I know it is not easy to draw a lot of cube with a good ratio of fps. I use the method "DrawUserPrimitive" with a buffer to draw a floor 250X250 cubes. ...
0
votes
0answers
56 views
How calculate distance for fog effect model in xna?
I struggled for some time to add a fog effect in my xna games.
I'm working with a custom shader effect in a file (. Fx).
The "PixelShaderFunction" works without error. But the problem is that all my ...
-2
votes
3answers
333 views
Why use textures that are Power of Two? [duplicate]
Possible Duplicate:
Why are textures always square powers of two? What if they aren’t?
I am using C# and XNA (also MonoGame for other platforms than Windows) to create a game in 2D. ...
5
votes
1answer
211 views
What are the rest of the blending functions used for?
In general, I know of five ways to make use of blending functions (these are for OpenGL, but replace glBlendFunc() with SetRenderState(D3DRS_SRCBLEND) and SetRenderState(D3DRS_DESTBLEND) for DirectX):
...
3
votes
2answers
149 views
How to use images/text/etc. in XNA without Content Pipeline?
I'm currently writing a program in C# with the XNA framework. It is absolutely necessary for the game's images and text assets to be visible by the end user in the form of PNG files, so I can't use ...
1
vote
0answers
105 views
How to draw a large number of model (identical) with vertex buffer in XNA?
I am facing a problem that many developers as have probably found a solution.
I have a small project with a floor designed with small cubes (100X100).
If I exceed this limit, my game suffered major ...
5
votes
1answer
261 views
Changing water color based on depth
I'm looking to make a water shader that colors the water based on its depth. Up until now my water shader that I've used has basically been extremely reflective and only looked somewhat blue because ...
4
votes
1answer
304 views
Is there a collection of images (GUI - interface) program or web page available for programmers / developers games? [closed]
I would like to add a GUI in my basic XNA games.
Before starting work on "Photoshop" or "Illustrator". I wanted to ask you the following question:
Do you know of a website or other resource program ...
7
votes
5answers
376 views
Sprites rendering blurry with velocity
After adding velocity to my game, I feel like my textures are twitching. I thought it was just my eyes, until I finally captured it in a screenshot:
The one on the left is what renders in my game; ...
5
votes
1answer
188 views
Why does my VertexDeclaration apparently not contain Position0?
I'm trying to get my code from calling each individual draw call down to using at least a VertexBuffer, and preferably an indexBuffer, but now that I'm attempting to test my code, I'm getting the ...
1
vote
2answers
178 views
Is 2 lines of push/pop code for each pre-draw-state too many?
I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 ...
0
votes
0answers
309 views
3D Graphics with XNA Game Studio 4.0 bug in light map?
i'm following the tutorials on 3D Graphics with XNA Game Studio 4.0 and I came up with an horrible effect when I tried to implement the Light Map
http://i.stack.imgur.com/BUWvU.jpg
this effect shows ...
1
vote
1answer
292 views
Should I render with mipmaps?
The game I'm working on is very simple. It's a top down scroller. The camera never moves in any way, and all of the objects are in the same location on the Z axis. Since it's a bullet hell game, there ...
0
votes
1answer
108 views
GraphicsAdapter lacks a definition for CheckDeviceMultiSampleType
The MSDN is really confusing about this, with all their different versions of XNA jumbled together for my google results. All I want to do is find out, in XNA 4.0, what antialiasing modes are ...
0
votes
1answer
202 views
XNA Multisampling only for 3D
I am working on a game which consists of 3D elements and a 2D GUI. I have it working properly, but I want to enable multisampling for only the 3D parts, and not the 2D Textures. Otherwise, the GUI ...
0
votes
4answers
2k views
How do I make the viewport move?
I'm working with a game in C# XNA and I want to draw a texture and a position in the middle of the screen.
The thing is that I want the viewport to move around and not the player.
So for example:
If I ...
11
votes
1answer
703 views
How do 2D art assets (eg. sprites) work?
I have an idea on a game and planning on developing a 2D game using XNA for Windows Phone 7.
I've started off today by free hand drawing some concept art of what I want some of the characters to ...
1
vote
1answer
416 views
Problems with 3D rotation when creating a 3D skeleton
I am writing a simple BVH parser in C# using the XNA framework. At the moment I have managed to parse in all the data and my goal is to find out the global coordinates of all the joints in the ...
-1
votes
1answer
1k views
C#: What graphics library would be best to use? [closed]
I am making my first game with 3D graphics, and I wanted to decide on a graphics library before I do any graphics work. I am using C# VS Express 2010. I have seen suggestions for XNA, Tao, and just ...
1
vote
1answer
415 views
A comparison of graphics libraries and their respective programming languages [closed]
A comparison of graphics libraries and their respective programming languages. A.K.A. "Which do I pick? With a twist."
I'm a long time professional programmer who never gave up on programming as a ...
1
vote
1answer
264 views
How do I make light objects in XNA?
Here's my dilemma : I want to have light sources placeable by the player, in terms of lanterns.
I know the best way to do this is to use pixel shaders, which I have done a lot of research and use ...
10
votes
4answers
2k views
How to deal with arbitrarily large images in 2D games?
Question
When you have a 2D game that uses really large images (larger than your hardware can support), what do you do? Maybe there's some interesting solution to this problem that never occured to ...
21
votes
3answers
4k views
How can I make this style of 2D “glowing” graphics?
I'm comfortable with the basics of building a 2d sprite based game in XNA, where all my objects are simply .png images that I move around.
What things do I need to learn next to be able to develop a ...
2
votes
2answers
256 views
Are there any issues with not drawing to all render targets when using MRT?
Lets say I set 2 render targets:
device.SetRenderTargets(color, depth);
And then half my draw code only outputs color and not depth. This works fine on the PC and produces the expected results ...
14
votes
1answer
2k views
The practical cost of swapping effects
I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect ...
3
votes
3answers
2k views
How do I plot individual pixels using the XNA APIs?
If I wanted to fill my game screen with individually coloured pixels, how would I do this?
For example, if I wanted to write a 'game of life'-type game where each pixel was a cell, how would I ...
3
votes
2answers
6k views
Rotate vector by matrix?
If I have a Vector, say (1,1), how can I rotate it around the origin (0,0)?
I'm working in XNA if that helps.
4
votes
5answers
476 views
XNA Required information to represent 2D Sprite graphically
I was thinking about dividing my game engine into 2 threads: render thread and update thread (I can't come up on how to divide update thread from physic thread at the moment).
That said, I have to ...
2
votes
2answers
1k views
3D game special effects, fire, lightning, water, and ice
I'm working on a 3d game using OpenGL and would like to take it in a fantasy direction. Specifically I'm thinking of having magic with effects for fire, water, ice, and lightning. My problem is I ...
6
votes
2answers
969 views
Looking for an example of glass with XNA or DirectX 9
Any good pointers on how to get the refractive look of glass? I'm looking to create a think piece of glass type of look, sort of the type that you'd have on bathroom shower doors.
5
votes
2answers
608 views
XBOX + Xna != DirectX?
I'm a bit confused. The question is: when I'm developing a XNA game for Xbox (or Windows), is it possible to use DirectX (to make use of the GPU)? Or is everything getting calculated by the CPU?
A ...
28
votes
1answer
5k views
Rendering SVG art directly in XNA
Suppose I have a bunch of 2D art in some vectorized format such as SVG. Is there an easy-ish way to render that directly without having to implement a full SVG renderer myself?
Of course I could ...

