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For grins and giggles, I figured I'd rewrite the above method to be a bit more concise and readable:
public static Vector3 ClosestPointOnBBox(Vector3 Point, BoundingBox Box)
{
return Vector3.Clamp(Point, Box.Min, Box.Max);
...
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1) Prefixing a legal question with that doesn't make it not a legal question. If you want to know about licensing MP3, ask a lawyer.
That said, you aren't actually playing an MP3 in XNA GS. The content pipeline actually converts your MP3 to a WMA at build time and then you are playing a WMA file at runtime. You're more than ...
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[quote user="Craig Martin"]class MoveableObject
{
public abstract void Draw();
}[/quote]You'd actually have to do this:
abstract class MoveableObject
{
public abstract void Draw();
}
A non-abstract class cannot have abstract methods.
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[quote user="dburckh"]Well maybe if they get enough of them, they'll get the message.[/quote]You can simply vote up the existing one. Plus this is a common request; I'm sure they're aware people want it.
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It's an overloaded constructor that calls the other constructor. Since you can't call a constructor method like you can other methods since it doesn't really have a name, in order to make one constructor call another, you use that syntax above in order to have one constructor call another one.
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I'm originally from Comstock Park, Michigan, USA (I lived there when I started XNA GS stuff) but relocated to Seattle, Washington, USA at the start of 2008.
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As said above the source rectangle solves your problem.
Basically when it comes down to it, you don't want to make a new Texture2D for each sprite. That's, in fact, the entire reason for using sprite sheets: to keep them on one texture. When you go to use that texture, you can specify an area inside of it to use when drawing as ...
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You can certainly register two. I'm not sure if there is an upper limit, but I used to use two all the time (a PC and laptop just like you).
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[quote user="POKEMONMASTER260"]Intriguing?
[/quote]Not really. Just like you were told half a dozen times, you could write a system for importing SWF into XNA. SWF is a relatively easy format to parse (I even wrote a basic parser in a few days) but the rendering can be trickier depending on whether you want to pre-bake the textures or ...
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You can't fail a game for content that isn't in the game.