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  • Re: 3D RTS movement and picking

    [quote user="n00bz0rd2"]Hey. I'm working on an RTS game in XNA 3.0 and have gotten quite far with it, but I don't know how to move my models over the terriain (heightmap) by mouse clicks. I had a look at the Ziggyware tutorial, but it was not 3D and of no use. I was wondering if anyone had any good tutorials or could even help me ...
    Posted to General (Forum) by Count on 16/03/2009
  • Re: Engine design: How to handle drawing of Models (instancing)?

    The Actor approach you describe is fine in most situations. Hardware instancing is only useful for a situation where you want to draw very large amounts of very few different kinds of low-poly models. It is especially unsuited for complicated 3d mesh with skeletal animations. Basically for HI you will need a manager class that manages an ...
    Posted to General (Forum) by Count on 04/03/2009
  • Re: Getting a PublicKeyToken for a content pipeline dll

    [quote user="Shawn Hargreaves"]I'm also a little confused by the format of the string you are passing. Do you really have a folder called "glow.exe" with a DLL file inside it? Try renaming that folder to not have a .exe extension. [/quote] Argh why didn't I see that... I formatted the dll name off ...
    Posted to XNA Framework Content Pipeline (Forum) by Count on 02/03/2009
  • Re: Getting a PublicKeyToken for a content pipeline dll

    [quote user="Shawn Hargreaves"]The public key token is used for system assemblies that are installed into the GAC (Global Assembly Cache). Such assemblies are referenced by a strong name, which includes the assembly name, version, and key. For your own assemblies, you should normally just specify their filename, eg. ...
    Posted to XNA Framework Content Pipeline (Forum) by Count on 02/03/2009
  • Getting a PublicKeyToken for a content pipeline dll

    Background: I am creating a level editor and integrated the ContentBuilder class found in the WinForms #2 sample. Problem: I am unable to build content that requires my content pipeline dll. It seems to add my custom importers/processors I need to add a reference to the pipeline dll assembly. However, that doesn't seem to work off the ...
    Posted to XNA Framework Content Pipeline (Forum) by Count on 02/03/2009
  • Re: Terrainproblem

    You neglected to tell spriteBatch.Begin to save & restore your renderstate.
    Posted to General (Forum) by Count on 03/02/2009
  • Re: Skybox (sphere) lines?

    You need to tell your GraphicsDevice to clamp rather than wrap texture coordinates.               device.SamplerStates[0].AddressU = TextureAddressMode.Clamp;  ...
    Posted to General (Forum) by Count on 01/02/2009
  • Re: firing from the tank's cannon

    [quote user="David Ang"]Hi I'm trying to attach the particle samples here, specifically the explosion. I want it to emit/fire from the tank's cannon. I'm not sure what to do, I tried this one: tankPosition + cannonBone.Transform.Translation to pass to the particle system starting position, but it seems its off. ...
    Posted to General (Forum) by Count on 01/02/2009
  • Re: FBX models exported from 3DS are drawn untranslated and unrotated

    [quote user="Mr Monaco"] Hi, I'm using Autodesk 3D Studio 2009 to create FBX files, which I then load as Models in my XNA 3D scene. I think the problem I'm having is caused by the fact that each model consists of groups of primitives (cylinders, boxes, etc) which are then rotated, translated and then grouped, all inside 3D ...
    Posted to General (Forum) by Count on 01/02/2009
  • Re: Is there a faster method than Texture2D.SetData ?

    That GetData call will absolutely murder your framerate. It would be better to maintain a seperate 2D array for collision testing or perhaps use this technique to have the GPU handle the test.
    Posted to General (Forum) by Count on 30/01/2009
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