XNA Game Studio 4.0 is a programming environment that allows you to use Visual Studio to create games for Windows Phone, the Xbox 360 console, and Windows-based computers.

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1answer
108 views

How do I check if a surface is sloping?

I'm implementing gravity over a 3D terrain and I'm struggling with how to check if surface "under your feet" is flat or sloping. I read some tutorials but gravity is always considered along a single ...
3
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1answer
908 views

Deferred rendering with VSM - Scaling light depth loses moments

I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light ...
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1answer
241 views

World to Pixel Transformation

My objects have a location in world coordinates (basically 1.0f is a meter). If I simply draw my objects using their world coordinates, each meter will correspond to a pixel. Obviously that's not what ...
46
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3answers
10k views

Optimizing an XNA 2D game

Does it make sense to implement the logic to skip rendering objects outside the viewport or should I not care about it and let the Framework do it?
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2answers
1k views

Load Texture From Image Content In Runtime

Basically I wrote a world editor for a game I'm working on. Looking ahead, I was brainstorming ways to save the created world including the tile-sets (this game will rely on a tile engine). I was ...
0
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2answers
296 views

Add a “fake” Loading Screen

I'm working on a 2D game for WPF8 using XNA 4.0. Everything goes great, but it's too fast. I was just wondering, what could I do between the end of the game and the score screen, and before the game ...
3
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1answer
523 views

How can I use orientation to compute position in Windows Phone 7? [closed]

I'm using the motion API and I'm trying to figure out a control scheme for the game I'm currently developing. What I'm trying to achive is for an orienation of the device to correlate directly to a ...
4
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1answer
1k views

Compiling a Monogame Game into a single .exe

Is it possible to compile a monogame game into a single .exe? I know if you go in the debug or release bin, there is in fact a .exe your game, except you move this .exe's file location or try to run ...
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1answer
118 views

Where does XNA 4.0 takes memory from to perform operations?

I found this question which talks around the question I'm interested in. In particular I focused on the line where the guys says that GraphicsDevice object is literally a representation of the ...
6
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1answer
157 views

How should I attenuate sound in a 2D game where you can zoom in and out?

In my 2D game, I have some ambient sounds like the noise of a waterfall or the humming of a generator. However, it is not practical to play these sound all the time at full volume as in a large level ...
9
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1answer
648 views

Portable buffered keyboard input for XNA / MonoGame?

As a preliminary solution, I am currently using the Nuclex framework in an C#/XNA game project for buffered keyboard input. Sadly, nuclex relies on SlimDX.Directinput.dll and therefore to my knowledge ...
8
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2answers
570 views

What are some ways to texture map a terrain?

I'm working with XNA on a 3D Game, and I'm trying to have a proper and nice environnement. I actually followed a tutorial to create a terrain from a heightmap. To texture it, I just apply a grass ...
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1answer
284 views

Rope Colliding with a Rectangle

I have my rope, and I have my rectangles. The rope is similar to the implementation found here: http://nehe.gamedev.net/tutorial/rope_physics/17006/ Now, I want to make the rope properly collide ...
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0answers
28 views

Skip the first RenderTarget when writing to MRT with Opaque blending

I am writing to three rendertargets and whant to know how to tell a GPU not to write to the first RT. When you write a shader you can simply output less data than you have RTs (like output a single ...
1
vote
2answers
522 views

SpriteFont Exception, no such character?

I have such spriteFont: <?xml version="1.0" encoding="utf-8"?> <!-- This file contains an xml description of a font, and will be read by the XNA Framework Content Pipeline. Follow the ...
1
vote
1answer
305 views

Get screen bounds of 3D object

I'm trying to draw a 2D plane that has minimum dimensions to contain a 3D model (a sphere). How do I calculate the minimum size and position of the rectangle to completely cover a 3D model on screen?
4
votes
2answers
124 views

XNA Transparency depending on drawing order?

I am drawing two 3D objects, both of them can fade from opaque to transparent independently, and they can intersect between them (so you cannot say when one of them is before the other one). Look at ...
2
votes
2answers
1k views

XNA 2D line-of-sight check

I'm working on a top-down shooter in XNA, and I need to implement line-of-sight checking. I've come up with a solution that seems to work, but I get the nagging feeling that it won't be efficient ...
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0answers
84 views

Avoiding lag when rendering Texture2D for first time

I have found a similar question here, but it is about playing sounds. I am using 2048 x 2048 textures for sprite sheets and every time I call spriteBatch.Draw using a sheet for the first time in game ...
2
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3answers
891 views

Creating Rectangle-based buttons with OnClick events

As the title implies, I want a Button class with an OnClick event handler. It should fire off connected events when it is clicked. This is as far as I've made it: public class Button { public ...
0
votes
1answer
120 views

Changing enum in a different class for screen

I'm trying to make a start menu for my game and my code uses Enum's to moniter the screen state. Now i want to change the screenstate declared in the main class, in my Background class Screen screen ...
0
votes
1answer
173 views

Obtain rectangle indicating 2D world space camera can see

I have a 2D tile based game in XNA, with a moveable camera that can scroll around and zoom. I'm trying to obtain a rectangle which indicates the area, in world space, that my camera is looking at, so ...
4
votes
4answers
451 views

The physics equation for a perpetual seesaw

I am trying to create a game that involves two or more people jumping on a seesaw and propelling each other in the air. I need help with the physics equations Assume no friction and no air ...
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1answer
278 views

Best way to load texture2d tiles in xna?

I am making a test xna game as a learning exercise and I have a small question about using 2d textures. Basically the game is a grid of different 'tiles' which are taken from a text map file. I ...
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1answer
859 views

How do I make a health bar that drains when the player takes damage? C#/XNA

I've drawn a Health Bar before and had it drain/refill on a button press using if statements and rectangles. First I loaded the image, then I set a new rectangle to be equal to the image's height and ...
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vote
1answer
262 views

XNA - Where should I start playing a song?

I am just wondering where is the best place to start playing the background song for a game. In the loadContent() method, Draw(), or Update() methods or when I initialize it? I am trying to make it ...
1
vote
1answer
203 views

Complex Models using bounding boxes in xna 4

I'm new to XNA, and have just started looking into collision detection. I've managed to get a bounding sphere around my first person camera object and i want to check the collision between that and ...
0
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1answer
260 views

XNA Arcball and moving model - the model is altered instead of the camera

I'm trying to implement an arcball type camera, I've got all controls working very nicely. I can rotate the X/Y axis with my mouse and zoom in and out with the Z/X keys. The problem is, that the ...
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vote
1answer
521 views

Parallax scrolling with 2D camera [duplicate]

I'm developing a 2D Platform game, I have a 2D camera, some backgrounds, and everything is working good. Now I want to implement parallax scrolling to give the illusion of depth in my game, but i ...
0
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0answers
459 views

XNA 4.0 - stretch full screen window?

I have an issue with resolution in XNA 4.0. I'm running fullscreen. The game runs standard at 1920x1080, and can be scaled down to 1280x720. The resolutions are both 16:9 (1920/1,5 = 1280, 1080/1,5 ...
6
votes
4answers
3k views

How do you manage your game resources in XNA?

In the past I have used Content.Load<type>("filename"); all over the place. This quickly becomes a nightmare to manage and worse you start having multiple copies of the same asset loaded in ...
2
votes
1answer
321 views

Resize texture in code

I need to change texture size from for example 800x600 to 80x60. I have two ideas of how to do that, but i have problems with both approaches. 1) changre render target then draw and save resized. the ...
0
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1answer
220 views

render sprites with a transparent background (XNA)

For my game I want to make a map of the world. Per country I made a file with the border of the country and the rest of background is transparent. This way all my files have the same width and height. ...
-1
votes
1answer
309 views

XNA - 2D Rotation of an object to a selected direction

I'm trying to figure out the best way of rotating an object towards the directional input of the user. I'm attempting to mimic making turns on ice skates. For instance, if the player is moving right ...
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vote
1answer
116 views

What does Rectangle.Intersect means/do?

Ok I have two rectangles one is the ball and other is the paddle. 1. if(ball.rectangle.intersects(paddle.rectangle)) y = -Math.Abs(y); and 2. ...
2
votes
1answer
556 views

How to use elapsed game time for timing

I want that my ship shoots beam after every 2 seconds. How do I make that happen? and also I want that after 50 shots I want to give 10 seconds to reload the gun. I know both of my problems can be ...
1
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1answer
60 views

Shared Texture2D in XNA

I am trying to define texture2d objects as shared. The reason of why I am trying to do is, I made an xna user control and my project loads unlimited (as much as the user wants) my XNA User Control. ...
2
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0answers
234 views

Monogame working with Krypton

I am trying to make a simple 2D game engine using Monogame and the Krypton 2.0 lighting engine. So far I have succeeded in rendering a light but I am unable to generate any shadows from any hull's. ...
0
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1answer
196 views

Collision Issues

When I run the collision code, there are no errors, but when I shoot the enemy nothing happens..... Any problems that are blindingly obvious? Class Level Variables public Model model { get; ...
-5
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2answers
830 views

Repeatedly Shooting Bullets

I'm making an XNA shooter game. How do I have my sprite repeatedly shoot bullets instead of waiting for one bullet to go off the screen. Do I do this with and array?
0
votes
1answer
193 views

First person shooter camera movement

I am making an FPS in XNA. I cannot seem to make a FPS camera that I can move Forward, Back, Side to Side using the keyboard. How do I do that?
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3answers
66 views

2D Camera doesn't work when I have split my code into DrawableComponents

I have the following camera written: public class Camera { public Vector2 Position; Viewport Viewport; public Matrix Transformation { get { return ...
2
votes
1answer
82 views

What is the best way to follow this book using XNA 4.0 instead of XNA 2.0

I found a reference to this book on the Microsofot Indie games forums: http://www.amazon.com/dp/1430209798/ref=pe_385040_30332200_pe_309540_26725410_item I'm really interested in it, because the ...
6
votes
2answers
287 views

Where to put Entity Death Events in a Component/System Design

Entities in my game are nothing more than a collection of components, tied together with an entityID. I have (near) data-only components, and systems that work on the data. One of these components is ...
0
votes
1answer
290 views

C# XNA4 2D Collision Detection

I am working on a 2D engine in Xna and am running in a bit of trouble with Collision implementation. What I want to do is have an interface ICollidable that I can add to GameObjects that are ...
1
vote
1answer
329 views

Pixel Shader - apply a mask (XNA)

I'd like to apply a simple few masks to few images. The first mask I'd like to implement is mask like: XXXOOO I mean, that on the right everything is masked (to black), and on the left everything ...
0
votes
1answer
127 views

How to control in the vertex shader where pixel ends up in the renderTarget?

What if I have an arbitrary renderTarget, that is smaller than the screen (say it is 1x1 pixel) and I want to make sure in the VertexShaderFunction that all my pixels end up exactly in that 1 pixel ...
0
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1answer
151 views

Using a Vertex Buffer and DrawUserIndexedPrimitives?

Let's say I have a large but static world and only a single moving object on said world. To increase performance I wish to use a vertex and index buffer for the static part of the world. I set them ...
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1answer
749 views

Loading images in XNA 4.0; “Cannot Open File” Problems

Okay, I'm writing a game in C#/XNA 4.0 and am utterly stumped at my current juncture: Sprite animation. I understand how it works and have all the code in place, but my ContentLoader won't open my ...
2
votes
3answers
160 views

Should Draw method calculate the element's screen location?

Should Update take care of calculating the drawing position of element or should it be done exlusively in Draw method? If I calculate the drawing position of element in Update and then store it as ...