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  • Re: royalty free music??

    Yeah, we used some of his music in our game Vacuum Ball - which is still in development and will be released I swear - Also backoff get your own royalty free music :P
    Posted to Audio/XACT (Forum) by Greytone8 on 8/27/2008
  • Re: procedural stars skydome - culling problem

    Point Sprite Tutorial http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series2/Point_sprites.php  Important Notes about behavioral differences xbox vs windows from Shawn Hargreaves blog http://blogs.msdn.com/shawnhar/archive/2007/01/03/point-sprites-on-xbox.aspx  -David
    Posted to General (Forum) by Greytone8 on 8/16/2008
  • Re: Why Does the Game Slow Down (Memory Leak?)

    [quote user="dud88dud"] And, in response to what you said, Greytone, I'll be editing my code to only recreate textures when absolutely necessary. That should help, but it still won't fix the problem, because when a bitmap is altered, the texture will have to be recreated. Lots of altering would still, in theory, cause the game ...
    Posted to XNA Framework (Forum) by Greytone8 on 8/15/2008
  • Re: procedural stars skydome - culling problem

    Yes, pointsprites are actually a very good idea.
    Posted to General (Forum) by Greytone8 on 8/15/2008
  • Re: procedural stars skydome - culling problem

    [quote user="MJP"]DrawUserPrimitives can be on the slow side well.  I'd recommend using either shader constant instancing or hardware instancing on the PC, and vfetch instancing on the 360.  [/quote] DrawUserPrimitives is certainly slower than say having the vertex buffer on the GPU already, but it is many orders of ...
    Posted to General (Forum) by Greytone8 on 8/15/2008
  • Re: Why Does the Game Slow Down (Memory Leak?)

    Hi, Without knowing exactly how you are using them its hard to advise. From the code your showing the only "new" I see is on the texture which shouldn't suggest a continuous increase in size if it is being disposed as you describe. May I suggest - Make yourself a hybrid bitmap/texture object/wrapper that contains exactly one ...
    Posted to XNA Framework (Forum) by Greytone8 on 8/15/2008
  • Re: procedural stars skydome - culling problem

    Hi, Sounds like your running into a  render call limitiation. From the little code you showed it looks like each quad is a mesh. This means every quad gets 1 render call, each render call takes a little cpu overhead and it adds up quickly... On the 360 you can't push more than 100 - 150 render calls per frame without dropping below ...
    Posted to General (Forum) by Greytone8 on 8/15/2008
  • Re: Shader Compiler Optimization Woes

    Hi Shawn, I have tested it on my lab machine and my home machine both are Vista with 8800 GT / GTX respectively. I am sliding the view in the Y direction by offsetting the y texture coordinate by the current time. The problem is seeming to be with the texture coordinate precision - if I truncate the texture coordinates to 4 decimal ...
    Posted to General (Forum) by Greytone8 on 8/8/2008
  • Shader Compiler Optimization Woes

    Hi, I have been working on a noise shader, and have run into an interesting optimization error. In debug mode everything renders great. In release mode I am getting several randomly occurring single pixel lines that are running though the result: I'm not entirely sure where this could be going wrong, if this is a caching error, or a ...
    Posted to General (Forum) by Greytone8 on 8/8/2008
  • Re: My logic has a flaw

    You didn't mention in your post if you were moving the camera itself, and not just the target. That could be the problem in this case.
    Posted to General (Forum) by Greytone8 on 4/12/2008
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