XNA Creators Club Online
community forums

Search Forums

Page 1 of 9 (84 items) 1 2 3 4 5 Next > ... Last »
  • 3D particle system - in a screen space shader?

    An idea rolled around in my head for this this morning - I was thinking about F, a title which is yet to be released from Soma Games, and how they might possibly present art in 3d which looked sort of like this on an iPhone. Anyway,  I know that that's not really related to XNA, but it got me thinking - it would be so cool if a game could ...
    Posted to Game Algorithms (Forum) by Sparkworker on 7/19/2009
  • Re: Ship revolving around planet

    The real formula for gravity is: g = Gm1m2/d^2 where G is the gravitational constant, something like 6.73 x 10^-11 N(m^2)(kg^2), m1 and m2 are the masses in kilograms, and d is the distance between the centers of the two objects (meters). Simply put - the magnitude of the acceleration vector should be something like ...
    Posted to Game Algorithms (Forum) by Sparkworker on 6/25/2009
  • Re: Rediculous, rediculous glitch.

    No, Firing is used by outside objects to see if the user is currently firing a stage, it actually doesn't do anything. And I was updating the position. I actually found out the problem - I traced Position, it was being changed by velocity properly,but mysteriously reverted to its previous stage after being modified.... Turns out the ...
    Posted to Game Algorithms (Forum) by Sparkworker on 6/25/2009
  • Re: Rediculous, rediculous glitch.

    I just took all the refs out of my code - apparantly they're redundant. I also found a problem where I passed in an array of floats to set up the rocket - and it decided to pass in the reference to that. I now make a copy of them which I use (fixed one error) But I still have the problem of when Activated is false, the rocket stops!
    Posted to Game Algorithms (Forum) by Sparkworker on 6/25/2009
  • Rediculous, rediculous glitch.

    Alright. I have a problem! It's the rocket game - I'm implementing the physics at the moment - to no success. The game allows the user to configure three different stages on the rocket, and then fire them seperately throughout it's flight (adds a lot of stragegy to it, it's fun!) Problem is, however, is that the rocket ...
    Posted to Game Algorithms (Forum) by Sparkworker on 6/25/2009
  • Re: Multithreaded content pipeline?

    Thanks for the reply Shawn! Just reading that article (well, skimming) I found that lock() essentially stops all other locks from executing on the particular object (/variable?) until that code is done. That's handy! But say I put a lock into the drawing code for the level, and I then load the resources (behind the scenes, when the ...
    Posted to Game Algorithms (Forum) by Sparkworker on 6/25/2009
  • Multithreaded content pipeline?

    Hello all! I'm beginning a port of an iPhone game this week (G, by Soma Games, if you're interested) and had an idea about how to speed up the game startup. In my last (and first ever finished) game RebelCard, I loaded everything at the beginning of the title, in LoadContent. But I had a lot of big background images to load, and so it ...
    Posted to Game Algorithms (Forum) by Sparkworker on 6/24/2009
  • Opinion - ease of porting XNA to other platforms?

    Just a question/discussion - How easy/hard do you all think it would be to translate an XNA project to another platform? Say, the Mac? I know, I know, we would have to make our own vector classes, and matrix classes, change all graphics to OpenGL or something like that. Oh yeah, and we'd have to potentially change all the C# to another ...
    Posted to Game Publishing/Business (Forum) by Sparkworker on 5/3/2009
  • Re: Why do you make games?

    That one is one I know for sure - the Gospel of Jesus Christ. I'm not going for another Left Behind here, but rather, having every game give glory to God, and embody His principles through the story or gameplay. For example, I'm thinking of doing a tetherball game - not too sure of the story yet, but I'm feeling very slapstick. ...
    Posted to Game Design (Forum) by Sparkworker on 3/3/2009
  • Re: Designing a networked simulation.... Advice, opinions?

    Thanks Brandon - sorry for the uber long reply! The game is on the shelf right now, but thanks for the suggestions! It is not my first networked game - I previously did a strategy/action hybrid between two players over a network - That was a nightmare.... I thought you could simply throw over the gamepad input to the other machine and have two ...
    Posted to Networking (Forum) by Sparkworker on 2/26/2009
Page 1 of 9 (84 items) 1 2 3 4 5 Next > ... Last »