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1

If you never sample outside of 0 .. 1.0 range, then it does not really matter if you use wrap instead of clamp.


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You friend is wrong. The spritefont content template is part of XNA's additions to visual studio. Unfortunately they are not easy to add to VS2012. According to this answer (http://gamedev.stackexchange.com/a/35413/19126), the workaround for adding them to 2012 also involves installing 2010 anyway, so you might as well just install and use that. Here is ...


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This question already has been answered. See the second link here: http://stackoverflow.com/questions/12794428/calculating-world-space-coordinates-in-the-pixel-shader


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Okay so, finally achieved my goal. view = Matrix.CreateScale(new Vector3(1, 0.75f, 1)) * Matrix.CreateTranslation(-playerpos.X, -playerpos.Y, 1); world = Matrix.Invert(view); projection = Matrix.CreateOrthographicOffCenter(0, view.Width, view.Height, 0, -1, 1); Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0); projection = halfPixelOffset ...


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I don't think you've got your answer since you're asking about dodging bullets (and not general avoidance ai behaviour). There are many simple ways to deal with that, each one is appropriate for a different scenario. 1- trace a ray from all bullets towards their respective progrades and with the ray magnitude (distance) relative to their velocity PLUS (or ...


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World position is vertex position multiplied by world matrix, not view matrix. So it should be like this in the vertex shader: output.WorldPos = mul(input.Pos,World); Unless you want View position to work with. I haven't checked the code for bugs if you want to use that.


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The error is clear. One of your meshes/vertices is missing a texture coordinate, which is the expectation in this case. In Maya, apply a texture channel to transform1 mesh even if you have no intentions of assigning any textures to it. Also, why do you have a mesh called "transform"? Are you sure you didn't mistakenly misname a bone as mesh or vice versa?


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I would advise against coming up with your own logic like pausing at the last frame of animation, or such if you plan on doing more animations later. I've done this when I started and it can very quickly go out of hand. You could accomplish this with a state machine. This is a simple yet very easily customizable way of doing animations in case you implement ...



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