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  • Re: Old games worth recreating (come inside and reminisce)

    [quote user="Jim Hunter"] X-com: UFO Defense. And I have yet to see a space fighter sim as much fun as X-wing. [/quote] I'm working on an X-com remake. At the moment, I've pretty much got everything but the battlescape working. And I've got a minimal battlescape going (with soldier and aliens moving, shooting and ...
    Posted to Game Design (Forum) by dteviot on 05/06/2008
  • Re: Smoothing out Heightmap while always staying on top

    What I really want is a surface y = f(x, z) which is continuous and also has a continuous first derivative. If you don't know what I'm talking about, it is probably just what you imagine.Sounds like you want a spline. http://en.wikipedia.org/wiki/Spline_(mathematics)Or, more correctly, a spline surface. ...
    Posted to Game Algorithms (Forum) by dteviot on 15/04/2008
  • Re: Looking for feedback

    Nick Gravelyn: Abel García Plaza:Using a static class for managing input may not be a good idea. Commonly, the Singleton pattern is a best way for doing that things.Can you explain this for me? In my mind the only difference between a static class and the singleton pattern is that the singleton instantiates a single instance which can be ...
    Posted to General (Forum) by dteviot on 09/04/2008
  • Re: Is there a way to capture only a portion of the screen?

    It occurs to me you should be able to write a shader to copy the section of the backbuffer you're interested in to a smaller texture, and then move the smaller texture off the graphic card.Check out the ''Reduce'' algorithm used when using a GPU as a physics processor.
    Posted to General (Forum) by dteviot on 31/03/2008
  • Re: Holding items in 3D

    try this thread. http://forums.xna.com/thread/35182.aspx
    Posted to Game Design (Forum) by dteviot on 18/03/2008
  • Re: Pathfinding problem

    It depends.  How are you modelling the environment?Assuming you're using a set of tiles stored in an array, with bits indicating if move north/south/east/west etc. from each tile, then just read the array to get the tiles that can be reached from any given position.
    Posted to Game Algorithms (Forum) by dteviot on 17/03/2008
  • Re: Managing the collision tests between different shapes

    Sounds to me like you're wanting double dispatch. (This is probably the entry in Scott Myers Effective C++ that was mentioned earlier.)
    Posted to Game Algorithms (Forum) by dteviot on 12/03/2008
  • Re: A* pathfinding for different unit size

    I've been trying to solve the same problem.One thought that has just occured to me is the AAS system used in Quake 3, Used to do pathfinding in 3D space.The bit of interest is:When a player crouches, another, smaller bounding box is used for collision detection calculations. This does not really provide a problem for AAS though. Multiple sized ...
    Posted to Game Algorithms (Forum) by dteviot on 10/03/2008
  • Re: resizing a 3D model

    you need to multiply the transform by the scaling matrix BEFORE you multiply by the world matrix, otherwise the scaling matrix is also being applied to the world matrix.i.e. effect.World = transforms[mesh.ParentBone.Index] * m * worldMatrix.matrix;
    Posted to Game Algorithms (Forum) by dteviot on 02/03/2008
  • Re: Any way to instantiate a class on the fly?

    Stupid question, why not just wrap your switch in a function?e.g.static Action MakeAction(string name){ switch (name) { case ''123'': return new 123(); etc. }}Then you can call MakeAction whenever you need to make an action.
    Posted to XNA Framework (Forum) by dteviot on 28/02/2008
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