XNA is a game framework by Microsoft that allows deployment for Xbox Live Indie Games as well as Windows Phone 7.

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Scripting engine for XNA

Say I'm making this big game in C# with XNA. What options do I have to include a scripting feature to my code base?
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Using XNA ContentPipeline to export a file in a machine without full XNA GS

My game uses the Content Pipeline to load the spriteSheet at runtime. The artist for the game sends me the modified spritesheet and I do a build in my machine and send him an updated project. So I'm ...
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Good example of a multi-pass effect?

In XNA (and Direct3D in general AFAIK), rather than creating individual vertex and fragment shaders, you bundle potentially many related shaders into 'Effects'. When you come to use an effect you ...
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XNA: How does threading work?

I would like to implement threading in my XNA game but I'm not sure how things work when compiling for the XBOX 360. Could someone elaborate on this? For example, how many threads does XBOX support? ...
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C#/XNA get hardware mouse position

I'm using C# and trying to get hardware mouse position. First thing I tryed was simple XNA functionality that is simple to use Vector2 position = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); ...
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How can I simulate shattering glass?

I need to make a simulation with stone thrown through a glass window. How can I accomplish that? I mean, I was thinking about making a 3D model of a stone and glass in 3D Studio Max 2012, shatter the ...
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How to use XML files as content files in XNA?

I have an XML file representing different car manufactures that will be available in my game. The file looks like this: <?xml version="1.0" encoding="utf-8" ?> <XnaContent> <Asset ...
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Is Xbox Live suitable for a multiplayer FPS?

I'm working on a basic first person shooter. I would eventually also like to publish it on Xbox Live. If I do this, will I still have access to parties (invite and chat)? Does Microsoft provide ...
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What are the pros and cons of Lua vs. Python as a scripting language for XNA/C# platform? [closed]

I am thinking about giving a go to one of my ancient ideas for a game. The core point of this game would be the possible level of functional customization of the game environment and objects (such as ...
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Physics for a 2.5D platformer with a plane that curves

I'm creating a 2.5D platformer in XNA which uses 3D models that are constrained to travelling along a 2D plane (just like Trine). To make things tricker, however, I want the 2D plane itself to be ...
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What's the difference between XNA Game Services and glorified global variables?

The Microsoft.Xna.Framework.Game class has a Services property that allows the programmer to add a service to their game by providing the type of the class and an instance of the class to the Add ...
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Scene Graph for Deferred Rendering Engine

As a learning exercise I've written a deferred rendering engine. Now I'd like to add a scene graph to this engine but I'm a bit puzzled how to do this. On a normal (forward rendering engine) I would ...
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Can you record raw sound data in XNA?

XNA 4 includes the Microsoft.Xna.Framework.Audio.Microphone class which can seemingly read the raw sound data off the microphone via its API as documented: GetData - Gets the latest recorded data ...
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Keeping rotation between two objects

In my XNA game I have two objects that collide. When the first object collides with the other it is able to latch on to it and move it about the world. I am having a problem with the math here (Math ...
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Wave ripple effect?

I've been working on a tower-defense game for some time now, and so far I am really satisfied with the results. However, there's one thing I'd like to add. I've seen a video of GeoDefense for Windows ...
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Fast lighting with multiple lights

How can I implement fast lighting with multiple lights? I don't want to restrain the player, he can place an unlimited number and possibly overlapping (point) lights into the level. The problem is ...
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What technique should I use to facilitate communication between XNA GameComponents (or between components of any type in a game)?

I'm starting out on my first 'proper' game project, and I've inevitably hit a block trying to decide how game components in XNA should communicate. From previous (Java) GUI programming events, ...
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Server-side Input

Currently in my game, the client is nothing but a renderer. When input state is changed, the client sends a packet to the server and moves the player as if it were processing the input, but the ...
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Tiling Physics using Farseer

I'm having a problem with the Farseer Physics Engine, where in a tiled environment, my object will at times interact with corners of others objects, even if they align perfectly. I've read about ...
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Rendering arbitrary text in XNA using Windows API?

In Andrew's comment on my other question, he noted that it was possible to render text to a Texture2D using the Windows API, instead of drawing the text directly with a SpriteBatch. How is this done? ...
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Voxel Face Crawling (Mesh simplification, possibly using greedy)

Edit: This is just for my own learning experience, it is NOT for performance reasons that I ask this question. This is in regards to a Minecraft-like terrain engine. I store blocks in chunks (...
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How can I incorporate physics into a procedurally generated world from a geometry shader?

Essentially I want to remove the need for generating coherent noise from the CPU to the GPU. From there, I also want to generate the terrain for a three dimensional world using this noise as densities ...
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Zune same features as WP7? (gesture, accelerometer)

We don't have zune HD in Canada (yet) just wondering if it has the same programmable features as WP7? Like gestures and accelerometer. Basically if I am just making a game, with screen controls (...
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What are some good resources for creating a game engine in XNA? [closed]

I'm currently a student game programmer working on an indie project. We have a team of eleven people (five programmers, four artists, and two audio designers) aboard, all working hard to help design ...
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What should I do to prevent my monsters from walking off platforms?

I have a question that is driving me crazy because I think it should be fairly easy to find a tutorial on it. I'm currently using XNA and Farseer to create a simple platformer game. I'm about to be ...
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How do I make objects move along a path?

I'm trying to get something like the below image. As you can see, there's a highway and inside of it, there'll be some objects moving (millisecond). I guess the street behavior is like a pipeline. ...
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Vector3 vs. Vector2 - performance, usage?

I'm currently playing around with XNA, and creating a simple 2D platformer. I was thinking of adding multiple layers to make it a little bit of challenge. In stead of having a Vector2 for my ...
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Should I use Events in a XNA Game?

I created a button class which draw a button on the screen. When I click on it, I want to see something happening. In WinForm, I would simply use the event OnClick of the button. What about XNA? ...
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How to find the window size in XNA

I just wanted to know if there was a way to find out the size of the window in XNA. I don't want to set it to a specific size; I would like to know what dimensions it currently displays as ...
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Curious Transparent Holes Render Artifact

So I'm trying to implement "smooth" terrain in my block engine by giving each surface block a heightmap. Basically, what I do to generate these "heightmaps" for each block is I generate the heights ...
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Shifting from XNA/C# to C++? [closed]

For a while now, I've been working with XNA for game design and development (although only for personal use ATM.) Overall, I'm a major fan of XNA itself, and it's overall "feel." However, due to the ...
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How can I factor momentum into my space sim?

I am trying my hand at creating a simple 2d physics engine right now, and I'm running into some problems figuring out how to incorporate momentum into movement of a spaceship. If I am moving in a ...
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Can you write games for Rock Band or Guitar Hero controllers in XNA?

Can you use the XNA framework to write games for XBox Live Arcade that require Rock Band or Guitar Hero instruments?
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Is there a simple way to group two or more sprites, so all of them will be dependent on each other?

I think that this question is very similar to this one, but I'm not sure if the answers are universal. So, my goal is: Place two sprites in fixed position, for example player and his eyes Make ...
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Moving a sprite in XNA/C#, using vectors

I'm currently looking into XNA game development with the C# language. I have two classes: the main game handler and a "sprite" class. Following is some basic pseudo-code which I hope adequately ...
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Eliminate delay between looping XNA songs?

I'm making a game with XNA and trying to get some background music to loop correctly. Because the file is an MP3 of about 30 seconds in length, I instantiated it as a Song. I want it to loop perfectly,...
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Reusable top-down collision class

I've recently picked up monogame and am working on a simple top down game to get me started and learn the basics. I've got the movement and the rotation to follow the mouse sorted out but I'm stuck ...
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Can you develop a game in XNA only on Windows for the Xbox 360?

I'm going to start developing a game for the Xbox 360, its a small homebrew development and I don't have an Xbox 360 yet. Is it possible for me to develop the entire game targeting the XNA framework ...
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Get collision details from Rectangle.Intersects()

I have a Breakout game in which, at some point, I detect the collision between the ball and the paddle with something like this: // Ball class rectangle.Intersects(paddle.Rectangle); Is there any ...
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XNA Sprite Flash Effect

I'm looking for a way to render every non-transparent pixel in a sprite solid white (to 'flash' the sprite white when the player takes damage etc). This is on Windows Phone 7. I was using a very ...
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What model file formats are supported in XNA?

What model extensions are valid in XNA? I know it supports .fbx, for example.
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How can I store all my level data in a single file instead of spread out over many files?

I am currently generating my level data, and saving to disk to ensure that any modifications done to the level are saved. I am storing "chunks" of 2048x2048 pixels into a file. Whenever the player ...
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Scale my pixel art files when designing them or when rendering?

If I create pixel art files that need to be scaled up on the screen later, so that a single pixel becomes a box of 4 pixels. Should I create my pixel art with 2x2 pixels or should I create it with 1x1 ...
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What is a good method for coloring textures based on a palette in XNA?

I've been trying to work on a game with the look of an 8-bit game using XNA, specifically using the NES as a guide. The NES has a very specific palette and each sprite can use up to 4 colors from ...
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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; ...
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Decent Shader editor for Visual Studio

Is there a decent Effect file editor plugin for Visual Studio? I'm getting slightly frustrated with constantly copying and pasting from FX Composer.
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Managing multiple references of the same game entity in different places using IDs

I've seen great questions on similar topics, but none that addressed this particular method: Given that I have multiple collections of game entities in my [XNA Game Studio] game, with many entities ...
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How do I communicate with an IronPython component in a C#/XNA game?

My XNA game is component-oriented, and has various components for position, physics representation, rendering, etc, all of which extend a base Component class. The player and enemies also have ...
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Am I going to regret using a color based collision detection system?

I'm just getting started build my first game with XNA (I'm experienced with C# but not games). I'm building a pretty simple top down 2d shooter. I read this tutorial on using a color based collision ...
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How to get elapsed time of keypress?

I need to be able to determine how long a key has been held down with high accuracy. For example if they key tapped really fast it could report a time that is less than the time for each update frame.