Tagged Questions
2
votes
0answers
85 views
Improving effect performance in XNA
I'm making a 2D, top-down platformer, in which four or five layers are rendered each time the game draws. Everything is fairly performant except for the bottom layer, which is the game map. This is ...
2
votes
0answers
146 views
Controlled rotation on 3D object with mouse movement
I've a scene with a cube that I can rotate around yaw, pitch and roll. I do this by click the circles and drag the mouse on x/y-axis. I want similar functionality as the Unity rotation tool in editor ...
2
votes
0answers
282 views
XNA 4.0 Pixel Shader 3.0 Exact Texture Lookup/Sample Issue
I am stuck on trying to solve this problem. I originally had some shaders written that worked for XNA 3.1, but after converting to XNA 4.0 they would no longer compile due to instruction counts, flow ...
2
votes
0answers
1k views
Why is my deferred lighting implementation so expensive?
I've implemented deferred lighting and I tried to put about 20-26 lights on the viewable space of my map, and it brings down the FPS from 61 to 28-31. It also makes my VGA temperature to go from 68°C ...
2
votes
0answers
2k views
XNA Screen Manager problem with transitions
I'm having issues using the game statemanagement example in the game I am developing.
I have no issues with my first three screens transitioning between one another. I have a main menu screen, a ...
2
votes
0answers
1k views
Controlling 3D model with mouse XNA 4.0 C#
I am creating a 3D table tennis game and the racquet (created in Maya 2012) is controlled by the mouse. I have used picking method to control the racquet, however the cursor is not on the racquet. It ...
1
vote
0answers
35 views
XNA Library DrawPrimitives throwing primitiveCount error
I downloaded the project from here http://silverlight.bayprince.com/tutorials.php?tutorial=13 and tried adding a new OBJ file with a few thousand vertices listed.
The classic teapot works but when I ...
1
vote
0answers
51 views
Setting up 3d Collision for Primitive shapes
Im having some trouble understanding how to set up collision detection between my first person camera and my primitive shapes which are made using the vertex buffer. Do i give my camera a boundingBox ...
1
vote
0answers
151 views
How can I use custom shaders in Monogame?
I wrote a shader in XNA and I want to use it in a Monogame Windows Phone 8 project. I converted my Effect1.fx file to Effect1.mgfxo. But the program doesn't work correctly. The screen of my emulator ...
1
vote
0answers
49 views
Collision repositioning/resolution help
I've been having a trouble with moving objects out of the hitboxes they've just collided with.
Here is my (relevant) code so far:
Vector2 oposo = other.position;
Vector2 poso = ...
1
vote
0answers
84 views
SpriteFont not found in Nuclex Framework
I am using MonoGame to port my XNA Windows Phone app to iPhone. All is well except that my fonts look distorted/smudged on the iPhone.
Turns out this is due to the way that MonoGame builds the ...
1
vote
0answers
352 views
Windows 8 C# Compile spritefonts for MonoGame without XNA
Hello Stack Exchange community. Recently, I've been attempting to in some way generate sprite-fonts into XNB files for use with MonoGame. The issue is however, as you may be aware, XNA is very ...
1
vote
0answers
66 views
Creating a DrawableGameComponent
If I'm going to draw cubes effectively, I need to get rid of the numerous amounts of draw calls I have and what has been suggested is that I create a "mesh" of my cubes. I already have them being ...
1
vote
0answers
77 views
Farseer: Cutting body from texture
Is it possible to cut a body from a texture in Farseer 3.0?
I have a texture converted to a body with multiple fixtures ( using BayazitDecomposer, CreatePolygon method, ..) and can even do it as a ...
1
vote
0answers
80 views
How to gradually decrease opacity of model?
I have been searching for this matter for a long time and slowly I begin to think that this option is not available in XNA for Windows Phone.
I am trying to get a 3D-Model to be drawn at 50% ...
1
vote
0answers
186 views
3D Animations in XNA 3.1
Well, guys. I'm in a Game Design class at school. Before you ask "WHY ARE YOU USING 3.1 INSTEAD OF 4" -- I would like to point out that C# 2008, and .NET framework 3 is NOT my preferred environment, ...
1
vote
0answers
186 views
Deferred Rendering: Orthographic directional light that has position
Basically I need to code a light for deferred rendering that is a cross between a spotlight and a directional (positionless) light. It's to be used for sunlight, but because my terrain has overhangs ...
1
vote
0answers
68 views
Farseer circle hangs where it's spawned
I'm currently trying to simply spawn a circle in Farseer. However, it's stuck wherever I spawn it! The game is updating fine, as I can see the circle spinning in place when I spawn it because of how I ...
1
vote
0answers
254 views
Matrix.CreateBillboard centre rotation problem
I'm having an issue with Matrix.CreateBillboard and a textured Quad where the center axis seems to be positioned incorrectly to the quad object which is rotating around a center point:
Using:
...
1
vote
0answers
231 views
Outline Shader Effect for Orthogonal Geometry in XNA
I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA).
the shape I ...
1
vote
0answers
80 views
RasterizerState set to null after calling DrawText in Nuclex
I have the following classes.
// Basically hots the instance of the Vectorfont & Matrix
internal class Text3D : AManageable
{
private Text _textFont;
private ...
1
vote
0answers
303 views
Is it considered poor programming to do this with xna components?
I created my own Menu System that is event driven.
In order to have a loading screen and multithreaded loading to work, I devised this sort of implementation:
//Let's check if the game is done ...
1
vote
0answers
228 views
Map terrain generation to texture instead of color
I have some terrain being generated using the following algorithm
double rand1 = rand.NextDouble() + 1;
double rand2 = rand.NextDouble() + 2;
double rand3 = rand.NextDouble() + 3;
float offset = ...
1
vote
0answers
163 views
Farseer Physics EndContact events don't fire for all registered delegates
Here's my situation:
I have several objects that contain a body and a fixture. They are set to sensor = true;
atmosphere = BodyFactory.CreateCircle(world, atmosphereRadius / Level.METER_IN_PIXELS, ...
1
vote
0answers
226 views
Unusual Farseer Behaviour?
My basic implementation of a Farseer world has been behaving very strangely. It seems as though there is a very low maximum velocity, and collisions result in the small spheres involved clipping ...
0
votes
0answers
44 views
Particle friction with variable timestep in XNA
Alright, so I'm working on an engine of sorts in XNA (yes, it's deprecated, I know) and I'm implementing my own particle system. I've defined a "ParticleEffect" such that when it's supplied a GameTime ...
0
votes
0answers
45 views
Pixel-Perfect Collision With Rotation
I know how to implement pixel perfect collision, but how would I do this with rotations applied to my sprite?
0
votes
0answers
28 views
XNA Guide text input - maximum length
so I am using Guide.BeginShowKeyboardInput to get the user to enter their username. I would like this to be limited to 20 characters, and it seems to break expected behaviour to let them input ...
0
votes
0answers
47 views
Trying to get an object to move back and forth on collision between two collidable objects
Im trying to get a box object to hit a collidable wall on the right and when it hits it move left and hit the left wall and switch back and so on and so forth. Im having trouble with this because ...
0
votes
0answers
27 views
XNA - Link between Create Rotations matrices
A friend of mine have been coding some rotations on my XNA project, but the order of the matrices rotation are not good. Some are of form :
Matrix.CreateRotationZ(1.21f) * ...
0
votes
0answers
73 views
Farseer: How can I break a body into multiple pieces?
I created a breakable body but the pieces are not flying around if the ball touches it. What is wrong? Why is the breakable body not breaking into pieces?
I made a video and I enabled debugview, so ...
0
votes
0answers
74 views
Precalculating timespan of bullet collision on cubic bezier curve circles?
I'm fairly new to game logics, C#/XNA (The language/library of choice) and bezier curves in general, and is stuck in my current project. I'm going to try to explain as thoroughly as I can what the ...
0
votes
0answers
57 views
Drawing objects that visible on the screen
So I generated a terrain using list's of tiles, and I display it only if its visible on the user screen (if he move's to the right, the tiles that aren't visible wont be drawn, for performance ...
0
votes
0answers
90 views
Farseer Player Movement and Collision
I have added a video link for any one who whats to see what the problems are by watching the game.
I am trying to create a player movement system and there are small problems that I am running into.
...
0
votes
0answers
119 views
Non-rectangular hitbox methods in XNA
I'm creating a 2D top-down RPG, and many of my buildings/scenery have non-rectangular corners to the textures. Does anyone know a good way to create circular/triangular/polygonal hitboxes, or is too ...
0
votes
0answers
57 views
“Blinking” graphical bug when rotating shadow matrix
So, we have implemented Krypton shadows into our code for our 2D game, and it's working beautifully. Only issue is that we're running into a bizarre graphical bug when rotating the shadows with the ...
0
votes
0answers
87 views
Smooth circular collisions with edges/collision boxes [C# + XNA]
So, me and a friend are working on our top-down perspective 2D game, and have come to work on perfecting our collisions. In its current state our player sprite is colliding with walls, but is ...
0
votes
0answers
132 views
C# XNA game window's ClientBounds not equal to Viewport/BackBuffer at native resolution
I'm having a rather strange issue involving my game window and its resolution.
I have a function in my Engine that sets the resolution (with the appropriate checks to make sure the resolution is ...
0
votes
0answers
122 views
Encapsulating variable elements into one drawable object - XNA/MVVM
Ok so I'm building a game and there is a class for an Object which gets the Values of a specific card from a XML Table and stores them in varibles. Note: I will have many "Card"'s instantiated at any ...
0
votes
0answers
45 views
Spritefonts gets very messed up when scaling up
I'm recoding a retro video game, but because the original resolution is very low, I scale everything up. I render to a renderTarget and render the renderTarget to the target resolution.
I'm using my ...
0
votes
0answers
91 views
Bounding box not right rotation XNA blender object (.fbx)
I am importing .fbx models (a simple cuboid), the model itself displays fine (and is repeated to make a wall) however the bounding box seems to be on the wrong rotation. Below is a screen shoot:
...
0
votes
0answers
85 views
Create random level platforms on screen
I'm trying to create random level platforms like this:
public Level(int platfromsInLevel, Texture2D sprite, int screenWidth)
{
rnd = new Random();
this.screenWidth = screenWidth;
...
0
votes
0answers
98 views
Incorrect frustum culling with center/half-size AABB
I'm trying to implement an axis-aligned bounding box with center/half-size instead of min/max. And I have some problems when it comes to create a method to detect if the aabb is visible or not.
I try ...
0
votes
0answers
104 views
Overlay partially transparent texture onto another, but not the background
I'm using XNA and C#.
I have two shapes (texture2ds), and I want to overlay shape 2 (50% transparent square) over shape 1 (opaque circle), but I want to get Option B, not Option A.
I basically want ...
0
votes
0answers
88 views
Projecting shadow map
I'm having a problem with shadow mapping and don't know where to go from here.
Take a look at this screenshot:
The cube circled in green is the light position, the light direction is pointed ...
0
votes
0answers
56 views
XNA inverted matrix acting strange
First of all, I am trying to calculate the two points of a triangle that have a given z position. I have figured out what I think to be quite a good method. First of all I move the triangle to be ...
0
votes
0answers
66 views
XNA 4.0 Smoothest thread option?
At start, I'm having my game play a background video, and have the MediaPlayer play music.
void InitializeMainMenu()
{
MediaPlayer.Play(package_music.bgm_main_menu);
...
0
votes
0answers
101 views
Body is pushed back from the wall sometimes
I have a strange issue with the collision between the wall and my player. If I press W and D or W and A to move up and right respectively up and left, the player sometimes gets pushed back from the ...
0
votes
0answers
74 views
Texture not drawing on cubes
I can draw the cubes fine but they are just solid black besides the occasional lighting that goes on. The basic effect is being set for each cube also.
public void Draw(BasicEffect effect)
{
...
0
votes
0answers
179 views
Farseer: Difficulties with implementation of DebugView
I added the project "Farseer Physics Engine 3.3.1 HelloWorld XNA\DebugView XNA\DebugView XNA.csproj" to my solution explorer in Visual Studio. In addition, I added a reference to my project and the ...