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  • Re: Collision Detection Algorithim

    Apply newton's 1st law to the situation.  Force is reapplied in the direction from the center of the sphere to the point where the irregular object touches it.  Then because of the 3rd law your sphere will move backwards in the opposite direction.  This should make the irregular object have a reflection pattern from the vector it was ...
    Posted to Game Algorithms (Forum) by App on 09/11/2009
  • Re: Car AI

    Simply turn the car until Math.Atan((Car.Y-WayPoint.Y)/(Car.X-WayPoint.X))==0
    Posted to Game Algorithms (Forum) by App on 30/08/2009
  • Offered programmer

    Taken  
    Posted to Help Wanted/Offered (Forum) by App on 30/08/2009
  • Re: Will XNA sales ever improve?

    Sometimes Apps are more fun than more complicated projects.  Personaly I have spent more time playing Blackjack then Halo :).
    Posted to Game Publishing/Business (Forum) by App on 27/08/2009
  • Re: HELP!!!!!

    You could also try your local library (computer books are under call number 5.1333). Or online free tutorials.
    Posted to General (Forum) by App on 27/08/2009
  • Re: High CPU usage in scrolling/looping 2D game

    Vista does not like homebrew in general.  If this is a major problem you probably should upgrade (or downgrade) back to windows XP.
    Posted to Game Algorithms (Forum) by App on 27/08/2009
  • Re: Advice on Special FX for a Firing Minigun

    If you wan choas then mabie you should have the color vary.  Perhaps randomise Red and Yellow Values to produce a set of oranges?
    Posted to Game Algorithms (Forum) by App on 27/08/2009
  • Re: buffer help

    please allow me to be more specific.  I need to be able to add textures to the render target with the same abilities as spritebatch.draw (I.E. rotation and scaling) is there a way to do this?  I have used many other launguages that do allow this.  For example the code in BASIC would be SetBuffer(ImageBuffer(buffer)).  Thank You.
    Posted to General (Forum) by App on 27/08/2009
  • buffer help

    Is there a way to draw to buffers durring runtime.  I have several scaled and rotated texture2ds (by different amounts) that I need to make into a single texture.  Does anyone know a function to do this?  Thank you for your time.
    Posted to General (Forum) by App on 26/08/2009
  • Re: draw filled shape from points

    Texture2D target; target = Content.Load<Texture2D>("target");         spriteBatch.Begin(); spriteBatch.Draw(target, Vector2.Zero, Color.White); spriteBatch.End(); No shader needed.  
    Posted to Game Algorithms (Forum) by App on 07/07/2009
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