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2d
revised Sprites not showing (C# - XNA 4.0)
added 30 characters in body
2d
comment Problem disposing content from a screen's content manager
...so the game won't consume very much RAM... Are you really sure this is a problem that needs to be solved?
2d
answered Sprites not showing (C# - XNA 4.0)
2d
comment Sprites not showing (C# - XNA 4.0)
Put a breakpoint in your Draw(SpriteBatch spriteBatch) method and see if you get expected values. This is probably more a question of how to debug than an XNA question.
Jul
16
revised How to calculate if a point is contained in rectangular camera viewport with rotation?
added 801 characters in body
Jul
16
comment How to calculate if a point is contained in rectangular camera viewport with rotation?
the mechanics behind the class: the ctor creates 6 planes in 3d space; one that is the left edge of all that the camera sees, one that is the right edge, top, bottom, near plane, far plane. It stores those planes for intersection tests just like you want. They can be reset anytime the view or projection changes. They automatically take into account the rotation of the camera. the .Contains method checks the test point (your location) against all 6 planes to decide if it is inside the camera's view or not. monogame.net/documentation/…
Jul
16
comment How to calculate if a point is contained in rectangular camera viewport with rotation?
They are. Most 3d frameworks use a view & projection matrix to take a world space location and transform it to screen space. the view matrix contains the location and rotation of the camera (analogous of the camera body). The projection matrix contains the field of view, near clip, and far clip of the camera (analogous of the camera lens). here is a primer codinglabs.net/article_world_view_projection_matrix.aspx
Jul
16
answered How to calculate if a point is contained in rectangular camera viewport with rotation?
Jul
16
comment How to calculate if a point is contained in rectangular camera viewport with rotation?
is the Point location in world space (3d) or screen space?
Jul
10
comment How to calculate shot angle and velocity to hit a moving target?
@TheLima yup, just like it says in the 2nd sentence of the answer. ;-)
Jul
3
comment Rotate a rigid body not around its centre of mass
Objects in real life always rotate about their center of mass. There may be forces that act on a boat's hull (hydrodynamic) that you are not taking into consideration that can cause a difference between what a real boat rotation looks like and your simulation. These forces can be summed to a single vector with magnitude that would fit into your physics engine and simulate it accurately. Your job is to determine the force vectors affecting your hull based on your hull shape... or just 'wag' it and create an arbitrary point on the boat and call it CofM for turning purposes.
Jul
3
revised How i can do colisions with irregular hitboxes [XNA]?
added 8 characters in body
Jul
3
answered How i can do colisions with irregular hitboxes [XNA]?
Jun
30
comment Circle Depth Penetration
Have you tried to force a round up? rect2.X -= (int)depth.X + 1;
Jun
28
comment How to apply transform matrices retrieved from FBX
I wonder if you're not taking the joint hierarchy into account. Hard for me to tell, but you may be combining all the joint's local transform by the mesh's global world space transform instead of walking the hierarchy order. For instance: by combining(concatenating) the root joint by world space, then combining the children of the root by the root (not by world space), then the children of the children of the root by children of the root... etc. This creates absolute world space transforms for each joint.
Jun
11
comment XNA Rotating a Rectangle?
Always admired the tattoo George, you still have it?
Jun
4
answered XNA arcball camera steering issue
May
22
answered XNA - Offscreen Vertices Optimization
Apr
19
awarded  Nice Answer
Apr
13
comment How to rotate (YAW) aircraft in XNA?
Glad to hear that. Happy coding.