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  • Re: Classes not registering in a namespace?

    OHHHHHHH.... such a simple error :( THANKS MUCH THAT DID IT!
    Posted to XNA Framework (Forum) by Michael Rooney on 5/29/2009
  • Classes not registering in a namespace?

    Hey all, I just came across a really wierd error in Visual C#. I tried making a new class in a namespace by using the right click>add function, and that worked fine. Then tried to make the class inherit from another class, and I got two really wierd errors. The first is: "Error 1 'WorldRuntimeWindows.BasicEnemy' does not contain a ...
    Posted to XNA Framework (Forum) by Michael Rooney on 5/29/2009
  • Resolution/Aspect Ratio independence

    Hi, I made a response to this thread: http://forums.xna.com/forums/t/28667.aspx And didn't get a reply there, so I figured I'd repost it here. Here's my original post [quote user="Michael Rooney"]Hi, I used most of this, but I changed a few things to try to make it aspect ratio independent as well, and just wanted to make ...
    Posted to General (Forum) by Michael Rooney on 5/28/2009
  • Re: Sample: run game at whatever resolution the user desires...

    Hi, I used most of this, but I changed a few things to try to make it aspect ratio independent as well, and just wanted to make sure it was sound. I don't have a TV capable of testing everything on, so I can't be sure if it works yet, or I'd just figure it out myself. Anyways, here's what I changed. Here's the change to the ...
  • Re: Collision Detection Presentation

    I think I found it. Sweeptests and Multisampling were mentioned in this thread:http://www.gamedev.net/community/forums/topic.asp?topic_id=500260 which mentioned it from a tutorial, so I think I'll just use that. Still wondering about spatial hashes though.
    Posted to Game Algorithms (Forum) by Michael Rooney on 5/1/2009
  • Re: Collision Detection Presentation

    [quote user="Kris Steele"][quote user="Michael Rooney"]Sorry for the slight necro, I just forgot the name of the technique for collision with fast objects where you project the object along it's path and check collision at all points on the path.[/quote] That effect is called tunnelling, where an object can pass through ...
    Posted to Game Algorithms (Forum) by Michael Rooney on 5/1/2009
  • Re: Collision Detection Presentation

    Sorry for the slight necro, I just forgot the name of the technique for collision with fast objects where you project the object along it's path and check collision at all points on the path. For those interested, this is what I have so far. Broadphase Detection:-QuadTrees/Octrees-Binary Space Partitioning-Grids/Spatial hashing (Quick Q here. ...
    Posted to Game Algorithms (Forum) by Michael Rooney on 5/1/2009
  • Re: Collision Detection Presentation

    Thanks all. The broad phase stuff should get me enough content to get through the presentation. I'll consider doing collision handling. I'm just not sure if I have time to go that much in depth. It's a short presentation (10 minutes or so), so I'm not sure I will. If I can fit it in it would be nice though.
    Posted to Game Algorithms (Forum) by Michael Rooney on 4/27/2009
  • Collision Detection Presentation

    Hello, I have to do a presentation on a type of algorithm for an algorithms and artificial intelligence class I'm taking, and I decided to do mine on collision detection. I was wondering if anyone here could give me any pointers. I decided to do mine mainly on 2d collision detection, because it's much simpler. So far I have pixel perfect ...
    Posted to Game Algorithms (Forum) by Michael Rooney on 4/24/2009
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