Tagged Questions
C# is a multiparadigm, managed, garbage-collected, object-oriented programming language created by Microsoft in conjunction with the .NET platform.
1
vote
1answer
78 views
Open source component-based game engines? [closed]
Possible Duplicate:
Are there existing FOSS component-based frameworks?
What open source game engines with component-based design of game objects do you know? And which best of them? I mean ...
4
votes
0answers
39 views
Things to do to port game made for iOS in Unity to Android?
I have just made my first game for iOS and submitted it to app store. I was thinking of porting my game to Android also. I would like to know things one need to do/remember to port game made for iOS ...
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0answers
7 views
PropertyInfo.GetValue failing on a custom class [migrated]
I have an object, RenderComponent, that has a property named Model that is of type StaticModel. When I get the PropertyInfo of my RenderComponent and then call GetValue() on it, it is giving me a ...
2
votes
1answer
118 views
Collision Detection problems in Voxel Engine (XNA)
I am creating a minecraft like terrain engine in XNA and have had some collision problems for quite some time. I have checked and changed my code based on other peoples collision code and I still have ...
0
votes
1answer
95 views
Best Algorithm for attacking in the Risk Game
I apologize in advance for my English.I'll try to explain my problem.
I am working on new version of the Risk game. I want to change the attacking algorithm to make it more similar to real life war. ...
2
votes
1answer
62 views
Creating a Model out of Math primitives
Here is a litte sample that I drew in Blender to visualize what I am planing to create:
Cone with spheres sample
I already have the code to generate the cone and the spheres as mentioned in my ...
0
votes
0answers
50 views
What's wrong with my GJK algorithm implementation?
I've been trying to implement the GJK algorithm to detect collisions but I'm getting some strange behavior. It works absolutely perfectly in the case of spheres but not when I try it with boxes which ...
-1
votes
0answers
47 views
A few queries about my Map Data (& ideas of improvement, seconded opinion required)
so like the title says i'm trying to think of ways that i can basically improve my level/map data. Currently it's "alright" but i don't feel it's great. There's certain things that i'd like to-do to ...
2
votes
1answer
57 views
How can I get the texture color data from GLEED2D's level file?
I've hit a little snag in my game. It's a 2D platform game and I need to check for collisions against the level. I'm using GLEED2D to create the map.
I'd like to do per-pixel collision checking, but ...
11
votes
4answers
375 views
How should I go about learning XNA?
I want to start learning how to make games in XNA, but I have no idea where to start! If someone could advise me on what pieces of software I need and some good books or tutorials to look at, that ...
1
vote
1answer
82 views
Multi texturing in XNA
I am attempting to make a map editor for my game, just so I can visualize how the end result would be.
To my world I can add cubes (2 triangles) or corners (1 triangle), which are then added to a ...
2
votes
1answer
91 views
When animating sprites, why subtract frametime when switching between sprites instead of resetting elapsed time to zero?
I am currently on chapter 3 of the book "Learning XNA 4.0". At the end of this chapter is a section on changing the animation speed of sprites.
timeSinceLastFrame += ...
3
votes
2answers
70 views
Behavior/Attribute GameComponent Architecture
I am a college student, and game development is a little hobby for me. I am writing a new game and I have been looking for a new approach to developing the game engine as to make it more flexible (and ...
3
votes
2answers
113 views
What is the metrics of vectors in XNA?
When exporting a model from 3ds Max as FBX to import it into XNA, what metrics should I choose to make 1 unit in 3ds Max equal to 1 unit in XNA?
For example: I have a sphere model with 1m radius ...
1
vote
1answer
64 views
Depth buffer and render target
When I use this RenderTarget:
renderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width,
GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.Depth24);
...