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  • Re: 3D Level design Measurments?

    It helps when modeling things so you can type in the exact size of things in your dimensions without any conversions. It will also affect other things, like measurements at runtime, physics libraries that assume 1u = 1m, etc.
    Posted to Artist's Corner (Forum) by Daaark on 11/17/2009
  • Re: Making part of a texture transparent

    [quote user="laarsp"]Maybe I forgot to mention that not all parts will be rectangular... doesnt it make it more difficult? [/quote]No. Draw by Y order, and there is no problem. This is not complex at all. Just draw your level in order, and you can walk in front or behind your wall or any alpha blended object easily.
    Posted to General (Forum) by Daaark on 11/17/2009
  • Re: Get a random of 3 numbers

    [quote user="Jim Perry"]Usual BS.[/quote]The first sentence covers it.
    Posted to General (Forum) by Daaark on 11/17/2009
  • Re: Get a random of 3 numbers

    If the numbers aren't sequential, fill up an array, and use Random.Next(3) as an index into that array. RndValue[0] = x; RndValue[1] = y; RndValue[2] = z; int num = RndValue[Random.Next(3)];
    Posted to General (Forum) by Daaark on 11/16/2009
  • Re: Making part of a texture transparent

    Then crop it out and place it right on top of itself as an object. When you are done doing that, think of all the other features like this you will need in your game, and make sure your scene setup and rendering code will support it. It's also possible to save the depth information if the scenes are 3d renderings, and use that to render ...
    Posted to General (Forum) by Daaark on 11/15/2009
  • Re: What do you suggest for method for 2D collision detection?

    The rectangle collision detections aren't that expensive. But if you want to keep the number of tests low, just segment your levels and only check for collisions with the surfaces and enemies in that segment. You can also do other things like not test with objects that are too far away, but that can be more expensive than just doing the ...
    Posted to General (Forum) by Daaark on 11/15/2009
  • Re: 3D Level design Measurments?

    I tend to stick to 1 unit = 1 meter, because a lot of tools assume that by default. Especially lighting operations. 1 unit = 1 meter is so easy to use, because you can see exactly how big something is just by looking at the grid. If you want to add something to your scene, the exact measurements of any object you can think of are only a quick ...
    Posted to Artist's Corner (Forum) by Daaark on 11/15/2009
  • Re: Making part of a texture transparent

    If you draw your scene top to bottom (sorting by Y coordinates), this will happen automatically. You haven't shown us how the whole game works, so that technique might not cut it. In that case, you might want to have layers too.
    Posted to General (Forum) by Daaark on 11/15/2009
  • Re: Is there a reason to force every 'sprite' to load it's own texture?

    The content manager already does this. Content.Load<Texture2D>(....) You just re-invented the wheel. You can have several content managers too, that manage their own assets and be individually killed off when their resrouces are no longer needed.
    Posted to XNA Framework (Forum) by Daaark on 11/14/2009
  • Re: Accessing Vector3 elements as an index. Ideas and thoughts on the following code?

    [quote user="David Amador"]Forgive me but what are you trying to do? Access variable x,y or z inside the vector? Why can't you access it with something like vector.X from outside? [/quote]All my C++ Vector classes had unions where you could access the components by X,Y,Z(,W) or 0,1,2(,3). A vector IS an array after all. It helps to ...
    Posted to General (Forum) by Daaark on 11/13/2009
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