Search Forums
-
You're on the right track. Bounding containers like spheres and boxes aren't meant to be used for narrow-phase collision detection (which you noticed due to extra white space), but broad-phase (ie, do these two objects at all possibly collide?). If you're working with 3D objects look up mesh collision detection, etc. That should get ...
-
The general way is (screenWidth - textWidth) / 2. So:
Vector2 position;
position.X = (this.GraphicsDevice.Viewport.Width - font.MeasureString(text).X) / 2;
position.Y = // Where ever you want.
...
-
Frankfort, KY. :) I may be the only XNA dev IN Kentucky.
-
-
There is a decent overview of such an editor here. The code examples are in C++ but the ideas are easily translated.
-
If you do it in '2D', you just move the player up and down the y axis to simulate moving in and out on the z axis. Then you render based on their y axis position, bottom to top, to simulate that objects are in front or behind others. Jumping is a special case here, because instead of using the y axis to simulate z, you actually want to ...
-
Typically this is done at a 'character select'-style screen. You know, 'Press start to join!' or similiar. There are many ways to handle this, check out some of the multiplayer games that you play.
-
Windows XP, Vista, and Windows 7 all work fine.
-
Well if you've found the MTD, the scalar representing the penetration, then the current axis you are projecting onto is going to be the axis you push the collision out on. The only thing you need to know is in which direction. This is done by testing the intervals of the boxes on that axis. Basically:
...
-
The guys at Farseer make it pretty easy for you. Head over to their downloads page, download Farseer Physics 2.1.2 XNA (for a Windows project) or Farseer Physics 2.1.2 Xbox360 (for a XBox project), and unzip these files to a folder of your choice.
Now, open up your current project in VS2008, right click on your solution in the solution ...