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  • Re: Why do my games work my PC 100%?

    So its occupying the CPU, but dose not use it?Like when I buy the whole cinema, just to have no stupid person behind me who speaks with his friend, and to be sure that I can have exactly the seat I want. Right? And I did not use the task manager to check this, but a desktop gadget :D . And that only because I had a runtime error due to my not ...
    Posted to XNA Framework (Forum) by Greg the Mad on 11/20/2009
  • Why do my games work my PC 100%?

    Today I noticed something: When I start my Shader prototype game, the performance of the first core of my CPU goes up to 100%.And when I looked, I saw that this happens with all my games I've written in the past, no matter how simple they display two sprites. Why do those simple programs drive my PC to peak performance while professional games ...
    Posted to XNA Framework (Forum) by Greg the Mad on 11/19/2009
  • Re: Measuring the Time a Process takes

    Hey, great! 10.000 triangles are quite a lot for the little prototyp I'm making, as at the moment there are only two of them, and there never will be more then 100 triangles. (its like pong, but I also plan rotated bars, for more then 4 players, so I need triangles) But if the thing is right it tooks my PC around 0.01ms to check two triangles. ...
    Posted to Game Algorithms (Forum) by Greg the Mad on 8/30/2009
  • Measuring the Time a Process takes

    I've writen a little 2D Triangle-Triangle Intersection method, and now I'm curious and what to know how it performs.How can a measure the time the method needs to calculate? Greg
    Posted to Game Algorithms (Forum) by Greg the Mad on 8/30/2009
  • Re: 2D Level Editor: Add/Delete Section

    [quote user="MrLeebo"] null becomes your new zero [/quote] LOL!!!  Sorry, you might don't know it, but in German 'Null' means Zero. ... its like zero becomes the new zero. ;) But its a good idea, I'll try this one (it depends on if nullable integers can be serialized), but I actually started to like the idea with the ...
    Posted to Game Algorithms (Forum) by Greg the Mad on 8/13/2009
  • Re: 2D Level Editor: Add/Delete Section

    Hmm considering Dicinaries (I've worked with them before, but I forgot) I actually come up with a alternative system: I use a boolian array only telling if ther is a section or not, it ther is a section I use the coordinates to get the 1 based Index of the section in the dictionary. If the Level array says zero I just remove the sayed ...
    Posted to Game Algorithms (Forum) by Greg the Mad on 8/12/2009
  • Re: A Nasty, Nasty, Nasty save bug

    You could implet a little code that always tells you where it saves the file (path, name, data, etc.), and just follow those lines. I don't know how you save code looks, nor how the StorageDevice dose work, but could it be that you want to save a file while it is read on the ohter end? I don't think that those things should happen at the ...
    Posted to General (Forum) by Greg the Mad on 8/12/2009
  • 2D Level Editor: Add/Delete Section

    First of all: I'm working on a 2D Adventure game. For that I'm creating a 2D Level Editor. The Levels are set up in Levels (jagged 2D array of integers for the sections), and the levels are splitt up in sections (jagged 2D arrays of integers for the Tiles). As said is a Level a 2D array of integers, where each int stands for a section, ...
    Posted to Game Algorithms (Forum) by Greg the Mad on 8/12/2009
  • Re: Experienceing major issues with Visual C# 2008 Express Editon

    Yes, ... I did make changes in the designer my self ... that would solve the whole thing ... thanks. :) And I didn't knew about the VSEE forums, thats why I posted it here. Greg
    Posted to General (Forum) by Greg the Mad on 7/26/2009
  • Re: [Physics Engine] Is the following integration method in the correct order.

    I think a order like this would be fine: Get Gravity-Force (GF)Get Drag-Force (DF)Velocity += (GF / Mass) + (DF / Mass);Position += Velocity; So you apply both at the same time, and thebut most important is that you apply them before you add the velocity to the position, else your physics will always be one frame behind. Greg
    Posted to General (Forum) by Greg the Mad on 7/25/2009
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