<?xml version="1.0" encoding="UTF-8" ?>
<?xml-stylesheet type="text/xsl" href="http://forums.xna.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>General</title><link>http://forums.xna.com/forums/32.aspx</link><description>Don't know where to post your question? Post it here!</description><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 0.0)</generator><item><title>MP3 Licensing and Other Questions</title><link>http://forums.xna.com/forums/thread/253664.aspx</link><pubDate>Fri, 20 Nov 2009 22:24:50 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253664</guid><dc:creator>Sowaz</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/253664.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253664</wfw:commentRss><description>Ramping up to submit my first game in a few weeks; trying to add music now, and I have a few questions.&amp;nbsp; This may be better suited toward the &amp;#39;audio&amp;#39; section, but the first question seems more &amp;#39;licensing&amp;#39; than development related.&lt;br /&gt;
&lt;br /&gt;
(1) Understanding that you&amp;#39;re not a lawyer and what you say isn&amp;#39;t legal advice, does anyone know anything about MP3 licensing in regard to XNA?&amp;nbsp; I know I can *play* MP3s, but I&amp;#39;ve been reading things about MP3 licenses and what-not.&amp;nbsp; Some tech (ala Flash) I believe has MP3 playing covered, but I don&amp;#39;t know what the deal is with XNA.&amp;nbsp; I can&amp;#39;t find anything in the EULA or online (near every post I&amp;#39;ve found is from a time when XNA couldn&amp;#39;t even play MP3s), which leads me to suspect that the burden is on me.&amp;nbsp; Has anyone run into this yet?&amp;nbsp; It seems like I may be better off just finding a WAV converter and taking the file size hit.&lt;br /&gt;
&lt;br /&gt;
(2) Does anyone have any experience with SoundEffect under the hood?&amp;nbsp; IE: When I load a SoundEffect using the ContentManager, will it be cached?&amp;nbsp; I notice a bit of jerkiness whenever my sounds play, and I&amp;#39;m not sure of everything going on when XNA &amp;#39;creates a new SoundEffectInstance.&amp;#39;&amp;nbsp; I suspect it is properly cached, a SoundEffectInstance is lightweight, and the jerkiness is caused elsewhere.&amp;nbsp; But I&amp;#39;d like to be sure.&lt;br /&gt;
&lt;br /&gt;
(3) Is there a concrete, official guide to XNA Indy Games requirements?&amp;nbsp; I&amp;#39;ve found some unofficial sounding posts (a &amp;#39;best practices&amp;#39; page and a page on &amp;#39;evil test practices&amp;#39;) but nothing that lays out everything plainly.&lt;br /&gt;
&lt;br /&gt;
Thanks,&lt;br /&gt;
--Brian&lt;br /&gt;</description></item><item><title>2D Triangles </title><link>http://forums.xna.com/forums/thread/252933.aspx</link><pubDate>Thu, 19 Nov 2009 04:41:34 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:252933</guid><dc:creator>Kevin Simpson</dc:creator><slash:comments>9</slash:comments><comments>http://forums.xna.com/forums/thread/252933.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=252933</wfw:commentRss><description>First I would like to say, I did search about this, and found a topic but it left me somewhat confused. &lt;br /&gt;
http://forums.xna.com/forums/p/20169/105657.aspx topic I read&lt;br /&gt;
&lt;br /&gt;
If I have three points for a triangle, r1, r2, and r3 and want to determine if the point P is located inside the triangle, I believe I should &lt;br /&gt;
&lt;br /&gt;
&amp;quot;If you have vertices A, B and C in Vector2 format, create three other
Vector2&amp;#39;s referring to each side AB, BC and AC. (Ie, the direction from
each point to the other.) If you have a point, P, define Vector2&amp;#39;s AP,
BP and CP then work out the following cross products.&lt;br /&gt;
&lt;br /&gt;
AP x AB&lt;br /&gt;
BP x BC&lt;br /&gt;
CP x CA&lt;br /&gt;
&lt;br /&gt;
If all three of these cross products are in the same direction then P
is in the triangle, if however P is outside, at least 1 cross product
will be in a different direction.&lt;br /&gt;
&lt;br /&gt;
Does that make sense?&lt;br /&gt;
&lt;br /&gt;
(Directions are on a positive negative basis, (-1,-1) is the same
direction as (-2,-2) but different than (1, -1) and (1, 1) if you know
what I mean?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
How do we mathematically find AB, BC and AC? Also, what is AP, BP, and CP? Are they vectors representing the direction toward the point, if so how would you also go about finding these? &lt;br /&gt;</description></item><item><title>Learning XNA 3.0 O'Reilly by Aaron Reed</title><link>http://forums.xna.com/forums/thread/218680.aspx</link><pubDate>Tue, 25 Aug 2009 14:09:58 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:218680</guid><dc:creator>SamAmco</dc:creator><slash:comments>9</slash:comments><comments>http://forums.xna.com/forums/thread/218680.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=218680</wfw:commentRss><description>I seem to be having a problem with first person camera pitch rotation. I have read to the end of chapter 11 of the book named above. My code seems to be in the state it should be, but when i enter the game and move the camera around for a short while, it doesn&amp;#39;t take long before the camera stops being able to pitch rotate. i will happily send you the code if you want to see it. I&amp;#39;m sure i must be missing something. Any help would be appreciated.&lt;br /&gt;</description></item><item><title>publishing questions</title><link>http://forums.xna.com/forums/thread/253648.aspx</link><pubDate>Fri, 20 Nov 2009 21:31:38 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253648</guid><dc:creator>xlightwavex</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/253648.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253648</wfw:commentRss><description>not really sure how to word these two questions but here goes&lt;br /&gt;
&lt;br /&gt;
i need a info that i simply cant find on publishing a game&lt;br /&gt;
first i made extra folders that i read in like so&lt;br /&gt;
&lt;div style="border:#7f9db9 1px solid;font-size:11px;overflow:auto;font-family:courier new;background-color:white;"&gt;
&lt;table style="border-top-width:0px;border-left-width:0px;margin:2px 0px;width:99%;border-bottom:#eee 0px solid;border-collapse:collapse;background-color:#fff;border-right-width:0px;" cellspacing="0" cellpadding="0"&gt;
    
    
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="font-size:11px;"&gt;   &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;&lt;span style="color:blue;"&gt;string&lt;/span&gt;&lt;span style="font-size:11px;"&gt; p = Environment.CurrentDirectory;  &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="color:blue;"&gt;string&lt;/span&gt;&lt;span style="font-size:11px;"&gt; tsp = &lt;/span&gt;&lt;span style="color:blue;"&gt;string&lt;/span&gt;&lt;span style="font-size:11px;"&gt;.Concat(p, &lt;/span&gt;&lt;span style="color:blue;"&gt;&amp;quot;/tilepngs/&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;);&lt;/span&gt;&lt;span style="color:green;"&gt;// now ill try to get up a new path to search  &lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;&lt;span style="color:blue;"&gt;string&lt;/span&gt;&lt;span style="font-size:11px;"&gt; exactlocationandfile = &lt;/span&gt;&lt;span style="color:blue;"&gt;string&lt;/span&gt;&lt;span style="font-size:11px;"&gt;.Concat(tsp, &lt;/span&gt;&lt;span style="color:blue;"&gt;&amp;quot;baseterraintypes12.Png&amp;quot;&lt;/span&gt;&lt;span style="font-size:11px;"&gt;);   &lt;/span&gt;&lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt;baseterraintypes = Texture2D.FromFile(device, exactlocationandfile);   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt;   &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;
        &lt;/tr&gt;
        &lt;tr&gt;
            &lt;td&gt; &lt;/td&gt;
        &lt;/tr&gt;
    
&lt;/table&gt;
&lt;/div&gt;
&lt;br /&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;span style="font-size:10px;color:#0000ff;background-color:#ffffff;"&gt;&lt;/span&gt;but this seems to be a problem that when i hit the publish the folder titepngs is not created&lt;br /&gt;
then when i try to read it seems like it errors cause i want to read outa that folder off the content&lt;br /&gt;
as the above code shows is that not possible to do that ?&lt;br /&gt;
&lt;br /&gt;
second&lt;br /&gt;
i did the same thing for a couple text files that ive made put them into subdirectorys&lt;br /&gt;
but thier not getting included into the publishing output&lt;br /&gt;
i dont even understand how to tell the publishing proccess how to add them in ? &lt;br /&gt;
&lt;br /&gt;
should i be trying to use a different installer &lt;br /&gt;
and just tell the person im sending it to dl the .net and xna runtime ?&lt;br /&gt;
&lt;br /&gt;
am i just not setting up options in the compiler right&lt;br /&gt;
or have i made some fundamental errors about publishing&lt;br /&gt;
&lt;br /&gt;
any direction is appreciated im nearly ready to start from scratch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;</description></item><item><title>Smooth Camera Animations</title><link>http://forums.xna.com/forums/thread/253645.aspx</link><pubDate>Fri, 20 Nov 2009 21:25:34 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253645</guid><dc:creator>Kibokun</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/253645.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253645</wfw:commentRss><description>I&amp;#39;m trying to rotate my camera around a fixed point by 90 degrees at a time (vertically, and horizontally, both directions), and that&amp;#39;s easy. However, I&amp;#39;d like the camera to rotate over time, not instantly. I&amp;#39;m at a complete loss as to how that&amp;#39;s generally done. I&amp;#39;m using Vector3.Transform to move the camera by 90 degrees, then using Matrix.createLookAt to recreate the view matrix.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;In general, I&amp;#39;d like to just ramp the rotation amount up by a constant delta (probably declared as a constant somewhere), but I&amp;#39;d like to define it as:&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;- The rotation of 90 degrees to the left animation will last for X seconds.&lt;/div&gt;&lt;div&gt;- The rotation of 90 degrees up will last for Y seconds&lt;/div&gt;&lt;div&gt;- etc, etc.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Thanks for any help!&lt;/div&gt;</description></item><item><title>Platformer starter-kit</title><link>http://forums.xna.com/forums/thread/253596.aspx</link><pubDate>Fri, 20 Nov 2009 18:06:17 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253596</guid><dc:creator>lamers</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/253596.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253596</wfw:commentRss><description>Hi Guys &lt;br /&gt;
    This has already been answered somewhere but can&amp;#39;t seem to find it.. but how do u extend the width and hight of the platform kit?&lt;br /&gt;
Ii have gone into the level.txt and made it larger in there but cannot find the code telling the game how big the level is can any1 help</description></item><item><title>How many PC's / laptops can you register with the same 360 console?</title><link>http://forums.xna.com/forums/thread/253260.aspx</link><pubDate>Thu, 19 Nov 2009 23:07:18 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253260</guid><dc:creator>Mwa ha haa</dc:creator><slash:comments>4</slash:comments><comments>http://forums.xna.com/forums/thread/253260.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253260</wfw:commentRss><description>Apologies in advance if this is the wrong forum for this post, but I&amp;#39;m having difficulty attempting to post to the FAQ forum - keep getting a server error.  Anyway&amp;#39;s, if the mods want to move this no worries.&lt;br /&gt;
&lt;br /&gt;
I was wondering how many PC&amp;#39;s or laptop&amp;#39;s can you register with one 360 console - I have a desktop PC and a laptop, both wireless, operating on the same network as my 360 which is running over homeplugs.  When I sign up to the premium content creator subscription, will I be able to register both my laptop and PC with the console, or will I have to choose?  Reason being is that the 360 is in the living room and the PC is upstairs, but has a better graphics card and much bigger monitor than the laptop.  I also have 64 bit XP on the machine upstairs and 32 bit Vista on the laptop.  So far, I haven&amp;#39;t had any issues writing code for Windows, but I haven&amp;#39;t yet deployed to console, so don&amp;#39;t know if there will be any compatability issues with the 64 bit XP.  I suspect not, but you never know...  Anyone have any experience with this?&lt;br /&gt;
&lt;br /&gt;
Cheers</description></item><item><title>Free &amp; Good 3D models advices</title><link>http://forums.xna.com/forums/thread/237422.aspx</link><pubDate>Mon, 12 Oct 2009 17:53:01 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:237422</guid><dc:creator>Antoine</dc:creator><slash:comments>6</slash:comments><comments>http://forums.xna.com/forums/thread/237422.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=237422</wfw:commentRss><description>Hello everybody !&lt;br /&gt;
&lt;br /&gt;
Well, you may wonder why I made this post. In fact, I just came to the conclusion that everybody&amp;#39;s not a great artist. Of course, you can learn, but you&amp;#39;d like to continue your work the while you&amp;#39;re learning.&lt;br /&gt;
Turboquid (&lt;a href="http://www.turbosquid.com/"&gt;www.turbosquid.com&lt;/a&gt;) is, from my point of view, the best site to find excellent 3D models. Even if you don&amp;#39;t have a lot of money, you can still access a great number of good quality models.&lt;br /&gt;
However, as your game&amp;#39;s building, you realize at some point, that some of the models can&amp;#39;t be found there for free. Its not criticism, just an observation. I understand artists want something back for their hard work.&lt;br /&gt;
As a result, I&amp;#39;d like everybody here (willing) to update a list of other good websites in which one can find good quality 3D models.&lt;br /&gt;
For instance, I &amp;quot;googled&amp;quot; a bit (or &amp;quot;bing-ed&amp;quot; if you like) and found some sites, however, it&amp;#39;s not always easy to seperate good sites from others. Thus, I think it could save a bunch of time to lots of people.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Lists (updated after discussion on the thread):&lt;/strong&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Good :&lt;/strong&gt;&lt;br /&gt;
* &lt;a href="http://www.turbosquid.com/"&gt;www.turbosquid.com&lt;/a&gt; (&lt;strong&gt;very good&lt;/strong&gt; to me, &lt;strong&gt;check the license&lt;/strong&gt;)&lt;br /&gt;
* &lt;a href="http://www.sharecg.com/"&gt;www.sharecg.com&lt;/a&gt; (&lt;strong&gt;very good&lt;/strong&gt;, &lt;strong&gt;&amp;quot;Unrestricted use&amp;quot;&lt;/strong&gt; button on the search tool)&lt;br /&gt;
* &lt;a href="http://sketchup.google.com/3dwarehouse/"&gt;sketchup.google.com/3dwarehouse&lt;/a&gt; (&lt;strong&gt;from very poor to very good, need Google Sketchup to export to .X files, check the license&lt;/strong&gt;)&lt;br /&gt;
* &lt;a href="http://archive3d.net/"&gt;http://archive3d.net/&lt;/a&gt; (&lt;strong&gt;quite good models&lt;/strong&gt; from what I saw, the license is nice also, &lt;strong&gt;see my post below to check this license&lt;/strong&gt;)&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;Not&lt;/strong&gt; good :&lt;br /&gt;
* www.modelfree.com (not as good as I first thought, &lt;strong&gt;very hard to find out whether a model can be used for commercial use, and sometimes impossible&lt;/strong&gt;  : when there&amp;#39;s doubts, avoiding&amp;#39;s better because it&amp;#39;s your own risk)&lt;br /&gt;
&lt;br /&gt;
So, guys, what are your suggestions ?</description></item><item><title>Level Collision on Models</title><link>http://forums.xna.com/forums/thread/253503.aspx</link><pubDate>Fri, 20 Nov 2009 14:52:00 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253503</guid><dc:creator>Steve25</dc:creator><slash:comments>3</slash:comments><comments>http://forums.xna.com/forums/thread/253503.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253503</wfw:commentRss><description>As my level is created entirely by importing a model into XNA I need a way to detect collision on walls and doors etc. I&amp;#39;ve found many resources for collision detection on models, however this includes the entire model and won&amp;#39;t work for my level. I&amp;#39;ve read that it is possible to create tags for certain parts of a model however I couldn&amp;#39;t find much on this how does this work and is it a good way to try and make collision detection? Other than this I haven&amp;#39;t been able to find a lot as most sources I&amp;#39;ve found have been on player models or car models etc for example. Any help would be appreciated&lt;br /&gt;</description></item><item><title>XNA Creators Club College Trial: Gone?</title><link>http://forums.xna.com/forums/thread/253572.aspx</link><pubDate>Fri, 20 Nov 2009 17:18:41 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253572</guid><dc:creator>DrEvilKoala</dc:creator><slash:comments>3</slash:comments><comments>http://forums.xna.com/forums/thread/253572.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253572</wfw:commentRss><description>&lt;br /&gt;
Hi guys,&lt;br /&gt;
&lt;br /&gt;
I discovered about a week ago that I could get a trial membership for the XNA Creators Club through my school (through &lt;a href="http://msdn.microsoft.com/en-us/academic/default.aspx" id="ctl00_Masthead_brandlink" title="MSDN Academic Alliance"&gt;MSDN Academic Alliance&lt;/a&gt;). Though I wanted to get it and start experimenting with XNA Game Studio, I had a lot of work to do and I thought it was better to wait a couple of days. So this evening I checked MSDNAA again and instead of a free 12-month trial membership I can only download XNA Game Studio 3.1. I asked other guys in my school and they can&amp;#39;t get it either (not that they what it is anyway). I checked it multiple times so I am absolutely sure as was able to get it a couple of days ago. So has anyone of you noticed this aswell? Has Microsoft stopped offering the trial? Did I miss my shot at being able to deploy my games on the 360? Just for the record, I only wanted to do this for fun as a hobbyist. Paying up 100$ is a little too much for something I just want to fiddle around with and don&amp;#39;t expect to gain any money with.&lt;br /&gt;
&lt;br /&gt;
Oh, and I attend school in Belgium.&lt;br /&gt;
&lt;br /&gt;
Thanks.</description></item><item><title>Keep getting failed on peer review</title><link>http://forums.xna.com/forums/thread/253388.aspx</link><pubDate>Fri, 20 Nov 2009 05:44:18 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253388</guid><dc:creator>Mihalych</dc:creator><slash:comments>11</slash:comments><comments>http://forums.xna.com/forums/thread/253388.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253388</wfw:commentRss><description>We are constantly rejected on controller issues. We are much gave up by now. Our game was finished in late August and it is still being rejected every time we submit.&lt;br /&gt;
We tried submitting to play testing 3 times but have not got any clear technical reviewing.&lt;br /&gt;
This is the last fail message we got:Sorry, had to Fail your game.&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;A code 4 error occurs right after you purchase the game using controller 4 and you are prompted to sign in. I used an xbox live silver account. I am able to reproduce the error every time using different controllers.&lt;br /&gt;
 &lt;br /&gt;
Steps to reproduce&lt;br /&gt;
-------------------&lt;br /&gt;
launch the game with controller 1 or any other controller (no profile signed in). Controller 2 has the main cc profile signed in.&lt;br /&gt;
Press start using controller 1&lt;br /&gt;
choose Buy Game from main menu&lt;br /&gt;
Press A on the Please Login! screen&lt;br /&gt;
Choose a different Xbox live account than your main one. I chose an Xbox live silver account&lt;br /&gt;
Choose Yes, Simulate purchase&lt;br /&gt;
 &lt;br /&gt;
The result is a Code 4 error.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
The issue only occurs if you are prompted to sign in to an xbox live account and choose to simulate purchase right after. If an xbox live profile (silver or gold) is already signed into the controller, the error does not occur.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I mean how is it possible to take care of every single possible way to crash a game with this controller stuff? I dont have 4 different accounts to test everything. I believe its been over 10 fails by now. And I kept fixing every fail reason every single time, and people just keep coming up with something new and original. This looks to me more like a game I (and my poor artist) are playing with peer testers &amp;quot;find a way to crash a game&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
(On a side note: why such a &amp;quot;testing&amp;quot; even needed? We are not coding a software for a spaceship launch. Its a single player game, it passes Evil Chevklist controller reqs...)&lt;br /&gt;
&lt;br /&gt;
Can you advise anything I can do in this situation? I see all kinds of games, even these screen savers and massage apps make it to market with no problems at all.&lt;br /&gt;
&lt;br /&gt;
p.s. I am sorry if I was abit harsh there. You must understand it is very discouraging to see the fruit of 3 months of hard work never even make it out there...&lt;br /&gt;
 &lt;br /&gt;
</description></item><item><title>XNA Networking question</title><link>http://forums.xna.com/forums/thread/253551.aspx</link><pubDate>Fri, 20 Nov 2009 16:32:53 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253551</guid><dc:creator>vertex78</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/253551.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253551</wfw:commentRss><description>Hello, I am just getting started with XNA and I am a little confused with XNA&amp;#39;s Networking setup. If I use XNA&amp;#39;s networking libs, does it use Windows Live stuff? I will admit I do not know much about that. I want to make a simple game to start out that does not rely on any of Microsofts Live servers for network comms. Can I do that with XNA&amp;#39;s networking lib?&lt;br /&gt;</description></item><item><title>Riemers tutorials - Flightsim</title><link>http://forums.xna.com/forums/thread/253561.aspx</link><pubDate>Fri, 20 Nov 2009 17:04:33 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253561</guid><dc:creator>nick2price</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/253561.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253561</wfw:commentRss><description>Looking at riemers tutorials, they seem very good.&amp;nbsp; The only problem is that everything is done within the Game class.&amp;nbsp; Are there any examples of this where everything is done in its own class?&amp;nbsp; Or would it be difficult to just seperate everything into my own classes itself?&lt;br /&gt;
I am trying to create a Camera class based on this model, and one method I create is&lt;br /&gt;
&lt;br /&gt;
private void UpdateCamera()&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Vector3 campos = new Vector3(0, 0.1f, 0.6f);&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; campos = Vector3.Transform(campos, Matrix.CreateFromQuaternion(xwingRotation));&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; campos += xwingPosition;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Vector3 camup = new Vector3(0, 1, 0);&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; camup = Vector3.Transform(camup, Matrix.CreateFromQuaternion(xwingRotation));&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; viewMatrix = Matrix.CreateLookAt(campos, xwingPosition, camup);&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 0.2f, 500.0f);&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br /&gt;
&lt;br /&gt;
However, as viewMatrix and projectionMatrix are in the Game class, what should I do?&amp;nbsp; Should I point to them from this class?&amp;nbsp; Should I just pass the method these variables from the Game class?&lt;br /&gt;
&lt;br /&gt;
So using what the tutorial does for the Camera, would this be a suitable class or do I need more? Any advise appreciated.&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; class Camera&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Vector3 xwingPosition = new Vector3(8, 1, -3);&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Quaternion xwingRotation = Quaternion.Identity;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; private void UpdateCamera(Matrix viewMatrix, Matrix projectionMatrix, GraphicsDevice device)&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; {&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Vector3 campos = new Vector3(0, 0.1f, 0.6f);&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; campos = Vector3.Transform(campos, Matrix.CreateFromQuaternion(xwingRotation));&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; campos += xwingPosition;&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Vector3 camup = new Vector3(0, 1, 0);&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; camup = Vector3.Transform(camup, Matrix.CreateFromQuaternion(xwingRotation));&lt;br /&gt;
&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; viewMatrix = Matrix.CreateLookAt(campos, xwingPosition, camup);&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, device.Viewport.AspectRatio, 0.2f, 500.0f);&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br /&gt;
&amp;nbsp;&amp;nbsp;&amp;nbsp; }&lt;br /&gt;</description></item><item><title>RTS Camera</title><link>http://forums.xna.com/forums/thread/253553.aspx</link><pubDate>Fri, 20 Nov 2009 16:33:53 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253553</guid><dc:creator>John Spark</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/253553.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253553</wfw:commentRss><description>Hi everybody,&lt;div&gt;What I want to ask you is 3D RTS Camera Modes. You know Real Time Strategy games has different view of camera. Which generally looking to the map from some certain heigth with 45 angle. Actually I cannot achive this RTS camera mode. For now, what I have is, terrain from beginner&amp;#39;s guide 3d lessons video tutorials( which is from this link &lt;a href="http://creators.xna.com/en-US/education/gettingstarted/bg3d/chapter4"&gt;http://creators.xna.com/en-US/education/gettingstarted/bg3d/chapter4&lt;/a&gt;). I draw the terrain model, and want to position terrain or camera so that I can wander around with RTS mode, currently i can implement quake like fps cam and moving freely. Also there is a game called &amp;quot;XNA RTS - Ambassador&amp;quot; where I really want to achive and have their camera mode with all functions, however i&amp;#39;m very at the beginning. Can any one help and show and share some RTS camera mode code ? Or have some tutorials or ideas ?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;</description></item><item><title>How to create Cube in XNA from 6 differrent images</title><link>http://forums.xna.com/forums/thread/253417.aspx</link><pubDate>Fri, 20 Nov 2009 08:32:26 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253417</guid><dc:creator>Toine db</dc:creator><slash:comments>4</slash:comments><comments>http://forums.xna.com/forums/thread/253417.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253417</wfw:commentRss><description>I have been trying to create a cube (in code) where i can set different images (and possibly text) on each side.&lt;br /&gt;
It needs be done in code, because there i reseave pictures that i dynamicly want to show on the screen as a cube. (with some text on the other sides about the pic) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Setting up an inviroment with all cube models (fbx) and to move them has been done.&lt;br /&gt;
&lt;br /&gt;
But I hav&lt;span style="background-color:#f4f7f5;"&gt;e been trying to load a &lt;/span&gt;fbx model and to draw images on it, but i can&amp;#39;t get the hang of it.&lt;br /&gt;
&lt;br /&gt;
Any suggestions how i best can draw a cube with on 2 sides a pic (like png/jpg) and at the other some text??&lt;br /&gt;
</description></item><item><title>Error while loading multitexture FBX model</title><link>http://forums.xna.com/forums/thread/253535.aspx</link><pubDate>Fri, 20 Nov 2009 16:07:49 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253535</guid><dc:creator>Fidel Alejandro</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/253535.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253535</wfw:commentRss><description>Hi everybody:&lt;br /&gt;
&lt;br /&gt;
I&amp;#39;m brand new to XNA and I&amp;#39;ve been trying to load a 3D model with multiple textures created using 3d Max 2010 and exporting with the FBX format. When I try to Load the model I get the following exception:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Device does not support multi-level texture width and height values that are not powers of 2.&lt;br /&gt;
Parameter name: numberLevels&amp;quot;&lt;br /&gt;
&lt;br /&gt;
What can I do?? Hope you can help me.&lt;br /&gt;</description></item><item><title>Creating a moving platform within the Platformer Starter Kit?</title><link>http://forums.xna.com/forums/thread/252571.aspx</link><pubDate>Wed, 18 Nov 2009 00:16:45 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:252571</guid><dc:creator>michaelj89</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/252571.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=252571</wfw:commentRss><description>Hey guys, I&amp;#39;ve been doing some work on extending the platformer kit, and was wondering if anyone could give any pointers on creating a moving platform that the character can stand on, and be transported along with the platform? Any help would be greatly appreciated.&lt;br /&gt;
&lt;br /&gt;
Thanks&lt;br /&gt;
&lt;br /&gt;
Michael&lt;br /&gt;</description></item><item><title>Inheritance question, about virtual and pure virutalness in C#.</title><link>http://forums.xna.com/forums/thread/253438.aspx</link><pubDate>Fri, 20 Nov 2009 10:30:36 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253438</guid><dc:creator>test84</dc:creator><slash:comments>2</slash:comments><comments>http://forums.xna.com/forums/thread/253438.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253438</wfw:commentRss><description>Hi,&lt;br /&gt;
&lt;br /&gt;
I collect a reference to all my enemies in a List that is made from their base type, MovableObject. Whenever I want to draw them, I get an iterator with the type of MovableObject and iterate over my List to draw each of them. Obviously the draw() method in MovableObject is empty and each enemy type has it&amp;#39;s own Draw method.&lt;br /&gt;
&lt;br /&gt;
I have no problem iterating over enemies, since each of them is an MovableObject, the problem lies when I want to call their respective Draw method call. In another words, how can I tell an enemy that is casted to an MovableObject that when I call draw upon you, you have to call your own Draw call, don&amp;#39;t call your base&amp;#39;s draw call.&lt;br /&gt;
&lt;br /&gt;
Since my understanding of inheritance is not solid, I have some feeling that it lies with pure virtualness and something like it.&lt;br /&gt;
&lt;br /&gt;
Thanks.&lt;br /&gt;
&lt;br /&gt;
&lt;strong&gt;EDIT&lt;/strong&gt;&lt;br /&gt;
I do know that I have to cast my enemis to movable object, I just want their draw method to be called upon their respective draw call, not their base on.&lt;br /&gt;
I remember a dynamic cast on C++ can do something similar, if not exactly the same.</description></item><item><title>Making Two Models Swap Positions</title><link>http://forums.xna.com/forums/thread/253468.aspx</link><pubDate>Fri, 20 Nov 2009 12:44:47 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253468</guid><dc:creator>Kibokun</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/253468.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253468</wfw:commentRss><description>So I&amp;#39;ve got a grid of cubes and I&amp;#39;d like to allow the player to swap positions with the cubes that are adjacent to it. Right now I have a 2d array of world matrices available to my game board class and I&amp;#39;m using Matrix.Lerp to animate between the two positions. However, when I originally created these matrices, I used Matrix.CreateTranslation to a vector scaled by the size of my cubes. However, I don&amp;#39;t apply this when I swap positions, so the new positions of the cubes don&amp;#39;t line up with the grid anymore because their movement hasn&amp;#39;t been scaled. Is there any way to do this if I&amp;quot;m calculating the matrices this way? Code below:&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;My first alignment on the grid:&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;div style="overflow-x:auto;overflow-y:auto;background-color:white;border-top-style:solid;border-right-style:solid;border-bottom-style:solid;border-left-style:solid;border-top-width:1px;border-right-width:1px;border-bottom-width:1px;border-left-width:1px;border-top-color:#7f9db9;border-right-color:#7f9db9;border-bottom-color:#7f9db9;border-left-color:#7f9db9;font-family:&amp;#39;courier new&amp;#39;;font-size:11px;"&gt;&lt;table cellpadding="0" cellspacing="0" style="width:99%;margin-top:2px;margin-right:0px;margin-bottom:2px;margin-left:0px;border-collapse:collapse;border-bottom-style:solid;border-bottom-color:#eeeeee;background-color:#ffffff;border-top-width:0px;border-right-width:0px;border-bottom-width:0px;border-left-width:0px;"&gt;                &lt;tr&gt;            &lt;td&gt;1&lt;/td&gt;            &lt;td&gt;&lt;span style="font-size:11px;"&gt;            &lt;/span&gt;&lt;span style="color:blue;"&gt;float&lt;/span&gt;&lt;span style="font-size:11px;"&gt; sphereScale = Math.Max(pieceTransforms[0].M11, pieceTransforms[0].M22); &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;2&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt;            blockSize = blocks[0].Model.Meshes[0].BoundingSphere.Radius * sphereScale * 1.9f; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;3&lt;/td&gt;            &lt;td&gt; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;4&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt;            &lt;span style="color:blue;"&gt;for&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (&lt;/span&gt;&lt;span style="color:blue;"&gt;int&lt;/span&gt;&lt;span style="font-size:11px;"&gt; y = 0; y &amp;lt; Height; y++) &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;5&lt;/td&gt;            &lt;td&gt;            { &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;6&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt;                &lt;span style="color:blue;"&gt;for&lt;/span&gt;&lt;span style="font-size:11px;"&gt; (&lt;/span&gt;&lt;span style="color:blue;"&gt;int&lt;/span&gt;&lt;span style="font-size:11px;"&gt; x = 0; x &amp;lt; Width; x++) &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;7&lt;/td&gt;            &lt;td&gt;                { &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;8&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt;                    Vector3 blockPos = &lt;span style="color:blue;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector3( &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;9&lt;/td&gt;            &lt;td&gt;                        (Width - 1) * -0.5f, (Height - 1) * -0.5f, 0.0f); &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;10&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt;                    blockPos += &lt;span style="color:blue;"&gt;new&lt;/span&gt;&lt;span style="font-size:11px;"&gt; Vector3(x, y, 0.0f); &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;11&lt;/td&gt;            &lt;td&gt;                    blockPos *= blockSize; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;12&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;13&lt;/td&gt;            &lt;td&gt;                    Matrix transform = Matrix.CreateTranslation(blockPos); &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;14&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;15&lt;/td&gt;            &lt;td&gt;                    boardPositionMatrices[x, y] = transform; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;16&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt;                    layout[x, y].World = transform; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;17&lt;/td&gt;            &lt;td&gt;                } &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;18&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt;            } &lt;/td&gt;        &lt;/tr&gt;    &lt;/table&gt;&lt;/div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;My swap position code:&lt;/div&gt;&lt;div&gt;&lt;div style="overflow-x:auto;overflow-y:auto;background-color:white;border-top-style:solid;border-right-style:solid;border-bottom-style:solid;border-left-style:solid;border-top-width:1px;border-right-width:1px;border-bottom-width:1px;border-left-width:1px;border-top-color:#7f9db9;border-right-color:#7f9db9;border-bottom-color:#7f9db9;border-left-color:#7f9db9;font-family:&amp;#39;courier new&amp;#39;;font-size:11px;"&gt;&lt;table cellpadding="0" cellspacing="0" style="width:99%;margin-top:2px;margin-right:0px;margin-bottom:2px;margin-left:0px;border-collapse:collapse;border-bottom-style:solid;border-bottom-color:#eeeeee;background-color:#ffffff;border-top-width:0px;border-right-width:0px;border-bottom-width:0px;border-left-width:0px;"&gt;                &lt;tr&gt;            &lt;td&gt;1&lt;/td&gt;            &lt;td&gt;&lt;span style="font-size:11px;"&gt;                Matrix toTransform, fromTransform; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;2&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;3&lt;/td&gt;            &lt;td&gt;                &lt;span style="color:green;"&gt;// Linearly interpolate between the world matrcies of the to and from blocks&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;4&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt;                &lt;span style="color:green;"&gt;// to eventually end up with them both in the other&amp;#39;s original positioning.&lt;/span&gt;&lt;span style="font-size:11px;"&gt; &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;5&lt;/td&gt;            &lt;td&gt;                Matrix.Lerp(&lt;span style="color:blue;"&gt;ref&lt;/span&gt;&lt;span style="font-size:11px;"&gt; boardPositionMatrices[shiftingBlocks[0].XLayoutPosition, &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;6&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt;                                                      shiftingBlocks[0].YLayoutPosition], &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;7&lt;/td&gt;            &lt;td&gt;                            &lt;span style="color:blue;"&gt;ref&lt;/span&gt;&lt;span style="font-size:11px;"&gt; boardPositionMatrices[shiftingBlocks[1].XLayoutPosition, &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;8&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt;                                                      shiftingBlocks[1].YLayoutPosition], &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;9&lt;/td&gt;            &lt;td&gt;                            currentShiftTime / shiftDuration, &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;10&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt;                            &lt;span style="color:blue;"&gt;out&lt;/span&gt;&lt;span style="font-size:11px;"&gt; fromTransform); &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;11&lt;/td&gt;            &lt;td&gt;                 &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;12&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt;                Matrix.Lerp(&lt;span style="color:blue;"&gt;ref&lt;/span&gt;&lt;span style="font-size:11px;"&gt; boardPositionMatrices[shiftingBlocks[1].XLayoutPosition, &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;13&lt;/td&gt;            &lt;td&gt;                                                      shiftingBlocks[1].YLayoutPosition], &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;14&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt;                            &lt;span style="color:blue;"&gt;ref&lt;/span&gt;&lt;span style="font-size:11px;"&gt; boardPositionMatrices[shiftingBlocks[0].XLayoutPosition, &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;15&lt;/td&gt;            &lt;td&gt;                                                      shiftingBlocks[0].YLayoutPosition], &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;16&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt;                            currentShiftTime / shiftDuration, &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;17&lt;/td&gt;            &lt;td&gt;                            &lt;span style="color:blue;"&gt;out&lt;/span&gt;&lt;span style="font-size:11px;"&gt; toTransform);  &lt;/span&gt;&lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;18&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;19&lt;/td&gt;            &lt;td&gt; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;20&lt;/td&gt;            &lt;td style="background-color:#f7f7f7;"&gt;                shiftingBlocks[0].World = fromTransform; &lt;/td&gt;        &lt;/tr&gt;        &lt;tr&gt;            &lt;td&gt;21&lt;/td&gt;            &lt;td&gt;                shiftingBlocks[1].World = toTransform; &lt;/td&gt;        &lt;/tr&gt;    &lt;/table&gt;&lt;/div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Here is a picture showing the results of the swap of a cube with its left neighbor: &lt;span style="border-collapse:collapse;white-space:pre;font-family:verdana, arial, sans-serif;font-size:11px;color:#c8cbce;"&gt;&lt;a href="http://imgur.com/uXRz6.jpg"&gt;http://imgur.com/uXRz6.jpg&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;</description></item><item><title>OpenGL glCopyPixels in XNA</title><link>http://forums.xna.com/forums/thread/253418.aspx</link><pubDate>Fri, 20 Nov 2009 08:38:09 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253418</guid><dc:creator>Tile</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/253418.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253418</wfw:commentRss><description>Hello,&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I draw a small, but complex, rectangular picture to the backbuffer. I need to fill the entire backbuffer with this picture, side by side. This tesselation doesn&amp;#39;t scale or rotate the original picture.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The way I do it now is to render the picture in a ResolveTexture2D object and use a SpriteBatch object to fill the backbuffer. The results are alright but it isn&amp;#39;t fast enough. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I wonder if there is a way to directly copy a rectangular area of the backbuffer to the same or to another surface without the need to convert it to a texture first. In OpenGL you use the glCopyPixels()-method for that and I am looking for the XNA-equivalent of that.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Thanks a lot!&lt;/div&gt;</description></item><item><title>About base class that is drawableGameComponent and it's children that are not.</title><link>http://forums.xna.com/forums/thread/253103.aspx</link><pubDate>Thu, 19 Nov 2009 16:50:12 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253103</guid><dc:creator>test84</dc:creator><slash:comments>14</slash:comments><comments>http://forums.xna.com/forums/thread/253103.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253103</wfw:commentRss><description>Hi,&lt;br /&gt;
&lt;br /&gt;
I made a &lt;span style="text-decoration:underline;"&gt;&lt;strong&gt;abstract&lt;/strong&gt;&lt;/span&gt; base class for my movable objects that all things that move inherit from it and it contains all my movement code and collision detection.&lt;br /&gt;
&lt;br /&gt;
So I was wandering in my code in these cold days that I realized, heck, why I&amp;#39;m calling my Draw method for each of those guys? Isn&amp;#39;t DrawableGemeComponent supposed to call Draw automatically? So I made my base class to inherit from DrawableGemeComponent (and believe me, it was not easy (since I had to pass Game reference from the inherited class)) and when my other classes inherit from it, they would automatically be DrawableGemeComponent &lt;strong&gt;too&lt;/strong&gt;.&lt;br /&gt;
&lt;br /&gt;
It was just to my surprise that it didn&amp;#39;t work. So my question is, was my approach wrong? Is a child of a DrawableGemeComponent , will be one?&lt;br /&gt;
&lt;br /&gt;
If yes (and for Jack&amp;#39;s sake it better be) what causes my inherited classes&amp;#39;s Draw methods not to be called automatically?&lt;br /&gt;
&lt;br /&gt;
If no, how can I force (or maybe remind them (by casting somehow)) my children to remember their roots that they are DrawableGemeComponent too, since their father was.</description></item><item><title>Achievements - Can they be done ?</title><link>http://forums.xna.com/forums/thread/252994.aspx</link><pubDate>Thu, 19 Nov 2009 09:40:57 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:252994</guid><dc:creator>Christopher Baines</dc:creator><slash:comments>9</slash:comments><comments>http://forums.xna.com/forums/thread/252994.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=252994</wfw:commentRss><description>Hi everyone,&lt;br /&gt;
&lt;br /&gt;
As per above can you add achievements into your own games ??&lt;br /&gt;
&lt;br /&gt;
I was looking into the RPG Starter Kit and was thinking to myself if you can add more quests into the game can you add a achievement for finishing the quest ?&lt;br /&gt;
&lt;br /&gt;
Chris</description></item><item><title>Settin Up A Sound Class</title><link>http://forums.xna.com/forums/thread/253269.aspx</link><pubDate>Thu, 19 Nov 2009 23:31:48 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253269</guid><dc:creator>Lead Feather</dc:creator><slash:comments>3</slash:comments><comments>http://forums.xna.com/forums/thread/253269.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253269</wfw:commentRss><description>I&amp;#39;ve only been programming for a year. I have a pretty good handle on XNA but i&amp;#39;m trying to make a sound class that is modular throughout the whole program.  Can anybody help me with anything that will help? Thanks.</description></item><item><title>Trial Mode Help</title><link>http://forums.xna.com/forums/thread/252096.aspx</link><pubDate>Mon, 16 Nov 2009 20:58:17 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:252096</guid><dc:creator>cmpunk771</dc:creator><slash:comments>14</slash:comments><comments>http://forums.xna.com/forums/thread/252096.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=252096</wfw:commentRss><description>Hi guys!&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I was wondering for my trial mode if i can limit it for a curtain time limit like 2 mins? &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Or as i am doing a racing game limit to 2 tracks? &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Which is better? &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Thanks &lt;/div&gt;&lt;div&gt;George&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;</description></item><item><title>Having some issues with Publishing my game</title><link>http://forums.xna.com/forums/thread/253400.aspx</link><pubDate>Fri, 20 Nov 2009 06:47:22 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:253400</guid><dc:creator>PwnanOBrien</dc:creator><slash:comments>1</slash:comments><comments>http://forums.xna.com/forums/thread/253400.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=32&amp;PostID=253400</wfw:commentRss><description>So I&amp;#39;ve got my game to a point where I want to have an installer (or portable executable if that&amp;#39;s at all possible. I&amp;#39;m guessing &amp;quot;no&amp;quot; since the .NET framework is probably needed?)&lt;br /&gt;
&lt;br /&gt;
I tried fiddling around with the Publish settings, but it was mostly unsuccessful. I say that because here&amp;#39;s what happened:&lt;br /&gt;
&lt;br /&gt;
I selected the Publish wizard. I decided to publish it to a new folder on my Desktop.&lt;br /&gt;
I said that it would be installed via CD-ROM/DVD-ROM&amp;nbsp; (okay, so i expect ppl to download this package from my website or my flash drive, and run the installer. I assume though this is what I want?) &lt;br /&gt;
I then said it would &lt;em&gt;not&lt;/em&gt; check for updates&lt;br /&gt;
&lt;br /&gt;
I then ran the Publish wizard. It ran, and said it was successful. Sure enough, I got the folder, and it had a Setup.exe, an autorun.inf, my ProjectName.application, and an Application Files directory.&lt;br /&gt;
&lt;br /&gt;
&lt;strike&gt;Problem 1) Now, I immediately checked the directory to see if it had all my stuff. I noticed that it was &lt;em&gt;extremely&lt;/em&gt; lightweight. Altogether, everything was a sum total of 800KB. I thought that was odd, since my Content directory had at least 8MB. So obviously that stuff wasn&amp;#39;t being included. I can see now in things like my .png&amp;#39;s, options to &amp;quot;Copy to Output Directory.&amp;quot; I tried selecting a couple of my larger PNG&amp;#39;s and Publishing again, but still, the file size of my Application Data folder did not increase.&lt;/strike&gt; Edit 2: I&amp;#39;m bad at this game. Turns out XNA is &lt;em&gt;really&lt;/em&gt; good at compressing things.&lt;br /&gt;
&lt;br /&gt;
Problem 2) The other problem I&amp;#39;m sure I&amp;#39;m going to have is that I have in my Content directory, many .xml files that my game parses for game data. The problem is that I don&amp;#39;t have XNA&amp;#39;s Content Pipeline use them in any way. They just sit there, and the project ignores them. My program instead, just grabs those files from the Content directory and parses them themselves (I had had numerous issues with getting XNA&amp;#39;s content pipeline to work, and so I wrote my own parser in case you&amp;#39;re curious as to why I did it this way). How can I get it when it publishes to make sure that everything in my Content directory gets sent out with everything else? Also, I presume I&amp;#39;ll need to change some code that currently has hard-coded in it things like&lt;br /&gt;
&lt;br /&gt;
Referee.Instance.AbilityBank = AbilityStatsReader.ReadAbilityStats(&amp;quot;..\\..\\..\\Content\\Abilities.xml&amp;quot;);&lt;br /&gt;
Referee.Instance.UnitStatBank = UnitStatsReader.ReadUnitStats(&amp;quot;..\\..\\..\\Content\\UnitBaseStats.xml&amp;quot;);&lt;br /&gt;
Referee.Instance.BuffBank = BuffStatsReader.ReadBuffStats(&amp;quot;..\\..\\..\\Content\\Buffs.xml&amp;quot;);&lt;br /&gt;
Referee.Instance.ProperNameBank = ProperNameReader.ReadProperNames(&amp;quot;..\\..\\..\\Content\\NameBank.xml&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
Any help would be greatly appreciated.&amp;nbsp; Thanks&lt;br /&gt;
&lt;br /&gt;
Edit: I&amp;#39;m running Visual C# 2008, XNA Game Studio 3.0, Vista (not sure what .NET Framework is installed, i dunno how to easily check that)&lt;br /&gt;</description></item></channel></rss>