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For terrain, other people are handling it by creating Content Processors. There are some very good terrain tutorials on the xna website which pretty much give you the content processors you need to work with them.
Don't be afraid to use the content processors either, it really is an incredibly awesome thing and the sooner you embrace it ...
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On the PC you can use whatever networking system you want (infact you have to since you do not have access to LIVE on the pc), so you are limited only by your imagination and bandwidth.
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have you had a look at the following sample?
http://creators.xna.com/en-US/sample/collision3dheightmap
It should help you if I understand correctly.
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I must have missed the class where they taught us the 'terrain clamping' feature of c++ :)
Dude, there are c++ programmers here as well, if you paste in some c++ code of what you're trying to achieve we can easily show you how to convert it. At the moment you aren't making a whole lot of sense, so some code would go a long way ...
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I see two options here. Firstly you could add all of the possible attributes in to the base class, which will obviously give you access to everything you need. Doing it this way, the actual implementation of the classes inherit all of the information they require to draw, and the two methods (Update and Draw) are the only things which differ ...
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Hi,
I am doing something similar, and I have taken a kind of hybrid approach. So the Terrain Manager sets up all of the common variables (the vertex declaration, blend modes, common effect parameters, etc) and then it basically just makes a call to each Section and tells it to draw itself, which at this point is really only setting the World ...
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well, I just ran it on my xbox at home and didn't see any issues apart from the aforementioned dip in framerate about 10 seconds in, this time down to 58fps then back up again.
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Hi,
I just ran your solution and left the game on for a couple of minutes and didn't notice the framerate drop down like you describe. There was a small drop down to 56fps which lasted about a second, but then it went back up to 60 and never dipped again. :|
I will try it on my xbox at home when I get home from work in a couple of ...
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whoah, we can use Lambdas on the xbox? when did this happen? lol. Can we use Linq to objects as well?
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I will test it for you. It would be great if you could upload the 'buzz' sound somewhere, since you believe it to be the source of the problem.