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  • C# Assembly Xna.Framework.dll does not load

    - by jbsnorro
    When trying to load Microsoft.Xna.Framework.dll from any project, it throws a FileNotFoundException. The specified module could not be found. (Exception from HRESULT: 0x8007007E), with no innerException. Even the simple code like the following throws that exception: static void Main(string[] args) { Assembly.LoadFile(@"C:\Microsoft.Xna.Framework.dll"); } I run XP x64, but I've set the platform in the configuration manager to x86, because I know it shouldn't(doesn't) work on x64 or Any CPU. I've manually added the dll file to GAC, but that didn't solve the problem. I have also tried the M$ Assembly Binding Log Viewer to see if those logs had any useful information, but they didn't. Everything, the loading etc, was a success according to them. Any suggestions? please?

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  • XNA Music mixing real-time

    - by Adam L. S.
    I've created a "format" to store segments of music (prelude part, repeated part, ending part) and time information for these segments (offset, scored length) so I can mix it up in real-time as if it were one piece of music, while repeating the repeated part (optionally) indefinitely. This way, the segments can store decay where the next segment is played, while the previous one is finished. (I've created a player for this in Java, and used the Clip class.) I wanted this format, so I can provide a finite length music (for a jukebox feature), while I play infinite length music in-games. However, when I wanted to code a class in XNA that manages this "format" I've noticed, that there is no obvious way to play "Songs" simultaneously/overlapped. How can I do this/what is the best practice, not leaving the XNA framework? (I don't want to create infinite play-lists.)

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  • XNA or C# Pop-up progress bar for the LoadContent() method

    - by Warlax
    Hey people, We wrote a small game using Microsoft's XNA Game Studio 3.1. The LoadContent() takes a long time because, other than loading models, and config files, we're also running some one-time (per run) terrain analysis. We are not C# or XNA programmers... we're Java programmers, and want to be able to give the user some feedback that the system is loading. Preferably, this will be through a simple pop-up with a progress bar that will say something simple like "loading please wait". The progress bar doesn't have to be a 0 to 1 progress bar, it can instead be one of those 'back and forth' progress bars. I was hoping for some quick copy-paste ready code to just do that - as it is not a central piece of our project, nor do we have a need to delve into too much documentation. I appreciate you time, effort, and possible donation. Thanks.

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  • XNA .FBX Vertex Color Missing

    - by Alex
    When I vertex paint and export my models from Blender (or Maya) for use in my XNA 4.0 project, I somehow lose the vertex color channel for the model. I use no custom model object or content pipelines and my own shader throws me the error: The current vertex declaration does not include all the elements required by the current vertex shader. Color0 is missing. I tryed to reopen the model in other modeling tools and the vertex colors are there. What could cause the vertex color channel to not get loaded in XNA 4.0? Here's a temporary link to the FBX file(server refuses to send a fbx, so rename the .jpg file to .fbx after downloading) http://resources.gamestack.org/BananaBush.jpg

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  • Render multiple layers in XNA

    - by Charles
    I'm using XNA, and I've run into a little problem. I need to support multiple layers, each with a distinct z order (I call these "viewports"). A picture is worth a thousand words, so here's what it should look like: There are several things to notice here. Sprites do not render outside of their viewport, as you can see with Sprite B. Also, notice how the viewports are rendered - it's very similar to "layers" in Photoshop. Although Sprite C is has a z order of -1000, C still renders above Sprite A because its viewport's z-order is a greater than A's viewport's z-order. There's one last detail that I couldn't display very well in the above picture. Each viewport needs to optionally render a color over its region of the screen - you could think of it as a "tinting" affect. I'm completely at a loss when it comes to doing this the best way in XNA, so I could really use a short snippet of C#/VB.NET code that demonstrates this in action. Any help would be greatly appreciated.

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  • Java or C# + XNA for some simple animations?

    - by lala
    I want to make a program that will involve some faces with various facial expressions. They will change from one facial expression to another based on their "mood" as influenced by user input. I know some java but I have done pretty much nothing with graphics. A friend tells me that it will be easier to do this in C# with XNA than to do it in java. I have about a month to do this, so I was hoping you folks would help me make a decision. Would I be better off figuring out how to do this in java, or learning C# and XNA and doing it in C#? Is it so much easier to do this in C# that it would be quicker to learn C# than to struggle with doing it in java? Will it probably come out looking much better if it is in C#?

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  • How to use Ninject with XNA?

    - by Rosarch
    I'm having difficulty integrating Ninject with XNA. static class Program { /** * The main entry point for the application. */ static void Main(string[] args) { IKernel kernel = new StandardKernel(NinjectModuleManager.GetModules()); CachedContentLoader content = kernel.Get<CachedContentLoader>(); // stack overflow here MasterEngine game = kernel.Get<MasterEngine>(); game.Run(); } } // constructor for the game public MasterEngine(IKernel kernel) : base(kernel) { this.inputReader = kernel.Get<IInputReader>(); graphicsDeviceManager = kernel.Get<GraphicsDeviceManager>(); Components.Add(kernel.Get<GamerServicesComponent>()); // Tell the loader to look for all files relative to the "Content" directory. Assets = kernel.Get<CachedContentLoader>(); //Sets dimensions of the game window graphicsDeviceManager.PreferredBackBufferWidth = 800; graphicsDeviceManager.PreferredBackBufferHeight = 600; graphicsDeviceManager.ApplyChanges(); IsMouseVisible = false; } Ninject.cs: using System; using System.Collections.Generic; using System.Linq; using System.Text; using Ninject.Modules; using HWAlphaRelease.Controller; using Microsoft.Xna.Framework; using Nuclex.DependencyInjection.Demo.Scaffolding; using Microsoft.Xna.Framework.Content; using Microsoft.Xna.Framework.Graphics; namespace HWAlphaRelease { public static class NinjectModuleManager { public static NinjectModule[] GetModules() { return new NinjectModule[1] { new GameModule() }; } /// <summary>Dependency injection rules for the main game instance</summary> public class GameModule : NinjectModule { #region class ServiceProviderAdapter /// <summary>Delegates to the game's built-in service provider</summary> /// <remarks> /// <para> /// When a class' constructor requires an IServiceProvider, the dependency /// injector cannot just construct a new one and wouldn't know that it has /// to create an instance of the Game class (or take it from the existing /// Game instance). /// </para> /// <para> /// The solution, then, is this small adapter that takes a Game instance /// and acts as if it was a freely constructable IServiceProvider implementation /// while in reality, it delegates all lookups to the Game's service container. /// </para> /// </remarks> private class ServiceProviderAdapter : IServiceProvider { /// <summary>Initializes a new service provider adapter for the game</summary> /// <param name="game">Game the service provider will be taken from</param> public ServiceProviderAdapter(Game game) { this.gameServices = game.Services; } /// <summary>Retrieves a service from the game service container</summary> /// <param name="serviceType">Type of the service that will be retrieved</param> /// <returns>The service that has been requested</returns> public object GetService(Type serviceType) { return this.gameServices; } /// <summary>Game services container of the Game instance</summary> private GameServiceContainer gameServices; } #endregion // class ServiceProviderAdapter #region class ContentManagerAdapter /// <summary>Delegates to the game's built-in ContentManager</summary> /// <remarks> /// This provides shared access to the game's ContentManager. A dependency /// injected class only needs to require the ISharedContentService in its /// constructor and the dependency injector will automatically resolve it /// to this adapter, which delegates to the Game's built-in content manager. /// </remarks> private class ContentManagerAdapter : ISharedContentService { /// <summary>Initializes a new shared content manager adapter</summary> /// <param name="game">Game the content manager will be taken from</param> public ContentManagerAdapter(Game game) { this.contentManager = game.Content; } /// <summary>Loads or accesses shared game content</summary> /// <typeparam name="AssetType">Type of the asset to be loaded or accessed</typeparam> /// <param name="assetName">Path and name of the requested asset</param> /// <returns>The requested asset from the the shared game content store</returns> public AssetType Load<AssetType>(string assetName) { return this.contentManager.Load<AssetType>(assetName); } /// <summary>The content manager this instance delegates to</summary> private ContentManager contentManager; } #endregion // class ContentManagerAdapter /// <summary>Initializes the dependency configuration</summary> public override void Load() { // Allows access to the game class for any components with a dependency // on the 'Game' or 'DependencyInjectionGame' classes. Bind<MasterEngine>().ToSelf().InSingletonScope(); Bind<NinjectGame>().To<MasterEngine>().InSingletonScope(); Bind<Game>().To<MasterEngine>().InSingletonScope(); // Let the dependency injector construct a graphics device manager for // all components depending on the IGraphicsDeviceService and // IGraphicsDeviceManager interfaces Bind<GraphicsDeviceManager>().ToSelf().InSingletonScope(); Bind<IGraphicsDeviceService>().To<GraphicsDeviceManager>().InSingletonScope(); Bind<IGraphicsDeviceManager>().To<GraphicsDeviceManager>().InSingletonScope(); // Some clever adapters that hand out the Game's IServiceProvider and allow // access to its built-in ContentManager Bind<IServiceProvider>().To<ServiceProviderAdapter>().InSingletonScope(); Bind<ISharedContentService>().To<ContentManagerAdapter>().InSingletonScope(); Bind<IInputReader>().To<UserInputReader>().InSingletonScope().WithConstructorArgument("keyMapping", Constants.DEFAULT_KEY_MAPPING); Bind<CachedContentLoader>().ToSelf().InSingletonScope().WithConstructorArgument("rootDir", "Content"); } } } } NinjectGame.cs /// <summary>Base class for Games making use of Ninject</summary> public class NinjectGame : Game { /// <summary>Initializes a new Ninject game instance</summary> /// <param name="kernel">Kernel the game has been created by</param> public NinjectGame(IKernel kernel) { Type ownType = this.GetType(); if(ownType != typeof(Game)) { kernel.Bind<NinjectGame>().To<MasterEngine>().InSingletonScope(); } kernel.Bind<Game>().To<NinjectGame>().InSingletonScope(); } } } // namespace Nuclex.DependencyInjection.Demo.Scaffolding When I try to get the CachedContentLoader, I get a stack overflow exception. I'm basing this off of this tutorial, but I really have no idea what I'm doing. Help?

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  • XNA vs SlimDX for offscreen renderer

    - by Groky
    Hello, I realise there are numerous questions on here asking about choosing between XNA and SlimDX, but these all relate to game programming. A little background: I have an application that renders scenes from XML descriptions. Currently I am using WPF 3D and this mostly works, except that WPF has no way to render scenes offscreen (i.e. on a server, without displaying them in a window), and also rendering to a bitmap causes WPF to fallback to software rendering. So I'm faced with having to write my own renderer. Here are the requirements: Mix of 3D and 2D elements. Relatively few elements per scene (tens of meshes, tens of 2D elements). Large scenes (up to 3000px square for print). Only a single frame will be rendered (i.e. FPS is not an issue). Opacity masks. Pixel shaders. Software fallback (servers may or may not have a decent gfx card). Possibility of being rendered offscreen. As you can see it's pretty simple stuff and WPF can manage it quite nicely except for the not-being-able-to-export-the-scene problem. In particular I don't need many of the things usually needed in game development. So bearing that in mind, would you choose XNA or SlimDX? The non-rendering portion of the code is already written in C#, so want to stick with that.

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  • Which techniques to study?

    - by Djentleman
    Just to give you some background info, I'm studying a programming major at a tertiary level and am in my third year, so I'm not a newbie off the street. However, I am still quite new to game programming as a subset of programming. One of my personal projects for next semester is to design and create a 2D platformer game with emphasis on procedural generation and "neato" effects (think metroidvania). I've written up a list of some techniques to help me improve my personal skills (using XNA for the time being). The list is as follows: QuadTrees: Build a basic program in XNA that moves basic 2D sprites (circles and squares) around a set path and speed and changes their colour when they collide. Add functionality to add and delete objects of different sizes (select a direction and speed when adding and just drag and drop them in). Particles: Build a basic program in XNA in which you can select different colours and create particle effects of those colours on screen by clicking and dragging the mouse around (simple particles emerging from where the mouse is clicked). Add functionality where you can change the amount of particles to be drawn and the speed at which they travel and when they expire. Possibly implement gravity and wind after part 3 is complete. Physics: Build a basic program in XNA where you have a ball in a set 2D environment, a wind slider, and a gravity slider (can go to negative for reverse gravity). You can click to drag the ball around and release to throw it and, depending on what you do, the ball interacts with the environment. Implement other shapes afterwards. Random 2D terrain generation: Build a basic program in XNA that randomly generates terrain (including hills, caves, etc) created from 2D tiles. Add functionality that draws the tiles from a tileset and places different tiles depending on where they lie on the y-axis (dirt on top, then rock, then lava, etc). Randomised objects: Build a basic program in XNA that, when a button is clicked, displays a randomised item sprite based on parameters (type, colour, etc) with the images pulled from tilesets. Add the ability to save the item as an object, which stores it in a side-pane where it can be selected for viewing. Movement: Build a basic program in XNA where you can move an object around in an environment (tile-based) with a camera that pans with it. No gravity. Implement gravity and wind, allow the character to jump and fall with some basic platforms. So my question is this: Are there any other commonly used techniques that I should research, and can I get some suggestions as to the effectiveness of the techniques I've chosen to work on (e.g., don't do QuadTree stuff because [insert reason here], or, do [insert technique here] before you start working on particles because [insert reason here])? I hope this is clear enough and please let me know if I can further clarify anything!

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  • C# XNA: AI Engine?

    - by Rosarch
    I'm developing a game with zombie running around in a swamp. I want AIs to have functionality like "chase this target" or "run away". A major stumbling block is pathfinding. Is there a good pathfinding/AI engine in XNA, or should I roll my own? Does anyone have any experience with this: http://www.codeplex.com/simpleAI?

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  • XNA - Keyboard text input

    - by Sekhat
    Okay, so basically I want to be able to retrieve keyboard text. Like entering text into a text field or something. I'm only writing my game for windows. I've disregarded using Guide.BeginShowKeyboardInput because it breaks the feel of a self contained game, and the fact that the Guide always shows XBOX buttons doesn't seem right to me either. Yes it's the easiest way, but I don't like it. Next I tried using System.Windows.Forms.NativeWindow. I created a class that inherited from it, and passed it the Games window handle, implemented the WndProc function to catch WM_CHAR (or WM_KEYDOWN) though the WndProc got called for other messages, WM_CHAR and WM_KEYDOWN never did. So I had to abandon that idea, and besides, I was also referencing the whole of Windows forms, which meant unnecessary memory footprint bloat. So my last idea was to create a Thread level, low level keyboard hook. This has been the most successful so far. I get WM_KEYDOWN message, (not tried WM_CHAR yet) translate the virtual keycode with Win32 funcation MapVirtualKey to a char. And I get my text! (I'm just printing with Debug.Write at the moment) A couple problems though. It's as if I have caps lock on, and an unresponsive shift key. (Of course it's not however, it's just that there is only one Virtual Key Code per key, so translating it only has one output) and it adds overhead as it attaches itself to the Windows Hook List and isn't as fast as I'd like it to be, but the slowness could be more due to Debug.Write. Has anyone else approached this and solved it, without having to resort to an on screen keyboard? or does anyone have further ideas for me to try? thanks in advance. note: This is cross posted from the XNA Creators Forums, so if I get an answer there I'll post it here and Vice-Versa Question asked by Jimmy Maybe I'm not understanding the question, but why can't you use the XNA Keyboard and KeyboardState classes? My comment: It's because though you can read keystates, you can't get access to typed text as and how it is typed by the user. So let me further clarify. I want to implement being able to read text input from the user as if they are typing into textbox is windows. The keyboard and KeyboardState class get states of all keys, but I'd have to map each key and combination to it's character representation. This falls over when the user doesn't use the same keyboard language as I do especially with symbols (my double quotes is shift + 2, while american keyboards have theirs somewhere near the return key).

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  • Turn Texture Blending off in XNA

    - by George Johnston
    I am currently drawing single colored pixels to my texture in XNA. However, there seems to be blending occuring, as the color I draw on the screen gets blended with my background color. How can I turn this off so that the color I draw is only the color I draw? this.spriteBatch.Draw(texture, new Rectangle(x, y, 1, 1), [My Color]);

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  • XNA - 2D Tile Lighting

    - by Cyral
    Im adding lighting to my 2D Tile based game. I found the link http://blog.josack.com/2011/07/xna-2d-dynamic-lighting.html useful, but the way its done it dosent support collision. What Id like is some help or links as I want one that can have -always lit up light points -collision (If the light ray hits a block, then dim the next block by whatever amount until its dark) Im a noob at this stuff, but ive been searching around for quite a while but no luck (I did find Catalin's tutorial, but it seemed abit advanced for me)

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  • XNA - Mouse coordinates to word space transformation

    - by Gabriel Butcher
    I have a pretty annoying problem. I would like to create a drawing program, using winform + XNA combo. The most important part would be to transform the mouse position into the XNA drawn grid - I was able to make it for the translations, but it only work if I don't zoom in - when I do, the coordinates simply went horrible wrong. And I have no idea what I doing wrong. I tried to transform with scaling matrix, transform with inverse scaling matrix, multiplying with zoom, but none seems to work. In the beginning (with zoom value = 1) the grid starts from (0,0,0) going to (Width, Height, 0). I was able to get coordinates based on this grid as long as the zoom value didn't changed at all. I using a custom shader, with orthographic projection matrix, identity view matrix, and the transformed world matrix. Here is the two main method: internal void Update(RenderData data) { KeyboardState keyS = Keyboard.GetState(); MouseState mouS = Mouse.GetState(); if (ButtonState.Pressed == mouS.RightButton) { camTarget.X -= (float)(mouS.X - oldMstate.X) / 2; camTarget.Y += (float)(mouS.Y - oldMstate.Y) / 2; } if (ButtonState.Pressed == mouS.MiddleButton || keyS.IsKeyDown(Keys.Space)) { zVal += (float)(mouS.Y - oldMstate.Y) / 10; zoom = (float)Math.Pow(2, zVal); } oldKState = keyS; oldMstate = mouS; world = Matrix.CreateTranslation(new Vector3(-camTarget.X, -camTarget.Y, 0)) * Matrix.CreateScale(zoom / 2); } internal PointF MousePos { get { Vector2 mousePos = new Vector2(Mouse.GetState().X, Mouse.GetState().Y); Matrix trans = Matrix.CreateTranslation(new Vector3(camTarget.X - (Width / 2), -camTarget.Y + (Height / 2), 0)); mousePos = Vector2.Transform(mousePos, trans); return new PointF(mousePos.X, mousePos.Y); } } The second method should return the coordinates of the mouse cursor based on the grid (where the (0,0) point of the grid is the top-left corner.). But is just don't work. I deleted the zoom transformation from the matrix trans, as I didnt was able to get any useful result (most of the time, the coordinates was horrible wrong, mostly many thousand when the grid's size is 500x500). Any idea, or suggestion? I trying to solve this simple problem for two days now :\

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  • Easiest way to position camera in XNA?

    - by DMan
    Everytime I load my model into XNA, I can usually see it far off in the distance. When I change some parameters and make it zoom up close, 10/10 times it's rotated funny and I'm set with the task of rotating it. Is there any easy way to do it except by experimenting? Or am I exporting it wrong (using Blender)? Is there any value I should set the objects in my 3d scene to be before exporting it so they appear 'upright'?

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  • XNA Track rotated pixel positions

    - by jonny adams
    Hi, Im making a game in xna where a tank has to move over a landscape. I need to be able find the bottom of the tank when it is rotated so I can make it move up and down as the player goes over the landscape. for example if i have a sprite at with its top left corner at 400,300 and i rotate it around its center by 45 degrees around its center, how do i find the new locations of the bottom track. Thanks

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  • Using CreateOrthographicOffCenter in XNA

    - by Jeffrey Kern
    I'm trying to figure out how to draw graphics in XNA, and someone else suggested this. But before I attempt to use this... If I create and use this camera, and set LEFT,TOP to 0 and WIDTH=256 and HEIGHT=240, anything I render to the screen will use these coordinates? So a box with a width and height of 1, if set to 0,0 will take up space from 0,0 to 1,1?

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  • xna manual animation

    - by tasyjean
    i want to animate 3d model in xna programmatically ,i tried to transform bones but nothing to happen only the whole model transform not individual bones as i want i read the 3d model by basic model processor so how i do this ? and is there any need to extended model processor like skinnedModelSample please explain the steps

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