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Another scenario, perhaps more likely to happen, is the "implicit" invite - Join in Progress. Say you bring up your friends list and you see 10 of them playing "Community Game - Netters", well you may want to go to the Games Store and download the game (trial or full). An additional bonus is if the game is ...
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The surest way to solve the issue is to pass in the SaveState flag on SpriteBatch.Begin. This will record the various GraphicsDevice render states that it modifies and set their values back when End is called.
There could be some performance penalty for saving state, though. The docs for SpriteBatch describe all of the values ...
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So should all samples have an eye towards how they can be used together or in a starter kit? Will this lead to feedback on the samples becoming too cluttered (as it will most likely take some amount of code that isn't directly related to the topic the sample is focused on).
Is there another category of materials that are closer to ...
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Wow, great thread. I'd like to summarize some of the popular requests / comments:
Starter kits should be simpler in architecture (as relative to the ''thing'' they are starting)
Demonstrate core concept(s)
Easy to build on and extend
Perhaps not a ''complete'' game? That is, maybe not provide all the robustness code that a ...
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Thanks for the tip, I was having a similar problem. My problem was that typing in values would transform the center of the model (and the axis) but not the model itself. So if I type in a translation, then perform a rotation using the UI, I'd get an offcenter rotation. Doing the mode switch fixes this.
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Hey ShawMishrak, I'd like to go back to one of the first few posts. You said that you feel that we don't offer enough low level functionality regarding graphics. Are there specific techniques you can't implement with our current APIs, or something you feel should be exposed from Direct3D9?
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Nick Gravelyn:I'm actually working on a prototype of my entire system for distributed content and once I complete that, I'll probably add a link to it in the Connect issue so you guys can see exactly what I'm trying to achieve. I think being able to connect to Windows for things like user-driven content could be a HUGELY successful idea for the ...
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You should only ''release'' finished games. The peer review and distribution system isn't intended as a developer workflow system as you move from alpha, beta, etc.
As it goes hand in hand with the ''business model'' question, I'll say we'll have more details about demo/trial modes as well later this year. But we'd love to hear ...
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It is 0.0...1.0, but the input quaternions need to be normalized. It will normalize them if they are not, which is why you may be seeing different values than you'd expect.
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DarthCheesiest:
But I think I would just try pasting the shader into a string in a function and load it using Effect.CompileEffectFromSource(@''source'',nul,null, ,), much less effort.
Note this would only work on Windows. For it to work on the Xbox 360 (and Windows too), you'd want to do an offline compile on Windows, and embed ...