XNA Creators Club Online
foros de la comunidad

Search Forums

Page 1 of 29 (286 items) 1 2 3 4 5 Next > ... Last »
  • Re: XACT2 Tool: Stopping A Cue

    You're probably stopping the wrong cue? We're going to need to see more than your StopSound function. Why is that Try block there? You shouldn't need it.
    Posted to General (Forum) by Kevin Gadd on 20/09/2009
  • Re: Packed vertices?

    XNA has a set of packed vector formats included in the framework libraries that might be what you want. I don't know precisely what you're asking about the formats, though. Are you after quantized position values, or just float vectors packed into fixed point integers? It's worth keeping in mind that XNA uses compression for the ...
  • Re: Drawing a string of text to a texture without using spritebatch.draw(...)?

    Yes. You can basically draw your text to your render target, resolve the target to a texture, and then do whatever you like to the texture before finally rendering it to your backbuffer. However, keep in mind that the number of stages involved might make the performance prohibitively bad. Are you sure you can't just do whatever it is ...
    Posted to General (Forum) by Kevin Gadd on 19/09/2009
  • Re: Argh! 2D slopes help.

    You should be able to use the technique I described above, then. Here's how I compute the Y coordinate for a rectangle standing on a slope: ...
    Posted to General (Forum) by Kevin Gadd on 09/09/2009
  • Re: Argh! 2D slopes help.

    You're going to need to give more detail on why what you've tried hasn't worked, and what you're trying to do. What kind of objects do you want to interact with slopes? Do you want sophisticated physics, or do you just want your characters to walk up and down slopes? Are the slopes geometry that you're defining based on a set ...
    Posted to General (Forum) by Kevin Gadd on 09/09/2009
  • Re: HLSL is slowing the game down!

    What is your graphics card? Are you running the latest drivers? Have you profiled your game in PIX to see why it's slowing down? There are lots of things that could be causing a problem here. Your shader is extremely complicated so if your video card isn't very good I'm not at all surprised that it would run slowly. You could also be ...
    Posted to General (Forum) by Kevin Gadd on 09/09/2009
  • Re: PC release -- what's stopping us?

    [quote user="PinoEire"]IMO there are no technical reasons (I'm going to distribute my game on the PC as well). The only real limitation is the usage of the LIVE service: if you don't qualify for WLG (which is still closed to indie developers) you will not be able to use any of the LIVE support and obviously you have to use a ...
    Posted to Game Publishing/Business (Forum) by Kevin Gadd on 09/09/2009
  • Re: Save a passed reference

    [quote user="PandemoniumX101"] I was just curious if you could somehow save the reference and hack a pointer-type object out of it.  [/quote]The problem is that even if you got a pointer (in unsafe methods, you can use 'fixed' to do that, but it's rarely useful), it wouldn't be very helpful since it's not ...
    Posted to General (Forum) by Kevin Gadd on 08/09/2009
  • Re: Saving data for two players

    Keep in mind that in the common case (just a hard disk), the players won't even see a 'select storage device' dialog - so the experience will be pretty good.
    Posted to Game Algorithms (Forum) by Kevin Gadd on 06/09/2009
  • Re: Performance spikes: file system, networking and multithreading

    [quote user="mpipe"]File IO, definitely. But in XNA, the networking API is already threaded.[/quote]While it is true that the networking API makes use of another thread, there's plenty of code inside the various networking APIs that runs on the current thread and acquires locks, so I wouldn't assume that it's not going to ...
    Posted to XNA Framework (Forum) by Kevin Gadd on 06/09/2009
Page 1 of 29 (286 items) 1 2 3 4 5 Next > ... Last »