Jump to content

  • Log In with Google      Sign In   
  • Create Account

We need your help!

We need 7 developers from Canada and 18 more from Australia to help us complete a research survey.

Support our site by taking a quick sponsored survey and win a chance at a $50 Amazon gift card. Click here to get started!


Belos

Member Since 20 Jun 2012
Offline Last Active Jul 25 2012 08:11 PM

Topics I've Started

Collision Detection between non-axis aligned rectangular prisms

23 July 2012 - 01:29 PM

Its very easy to check for axis-aligned in XNA using the BoundingBox.Intersect() but what about rotated rectangular prisms, and also the reactions , I have searched the internet for answers but no answers. any help??

Error referencing xna library project

09 July 2012 - 03:20 AM

I have a created a windows game library to include the basic stuff of XNA so I don't have to write them again(like cameras). Every thing was working fine until I added a Map namespace with a MapReader class. every since then every class and namespace I add to the library flashes the error : Error 1 The type or namespace name 'namespace' does not exist in the namespace 'GameLibrary'. I do not understand the problem. Although there is a TextInput namespace that works fine.

Help with xna textures

08 July 2012 - 07:27 AM

I am a beginner in xna, I started with terrains. I got the code from the apphub samples: here, The code works fine but when I copied it to my project the rocks.bmp texture doesn't loadon the map.

World, View, and Projection Matrices

20 June 2012 - 11:13 AM

I have quite the trouble with the world, view, and projection matrices. I understand how the world matrix works, but I don't know how to implement it can you give an example? also for the perspective projection I use the following method:
[source lang="csharp"] public static Matrix3D ProjectionMatrix(double angle, double aspect, double near, double far) { double size = near * Math.Tan(MathUtils.DegreeToRadian(angle) / 2.0); double left = -size, right = size, bottom = -size / aspect, top = size / aspect; Matrix3D m = new Matrix3D(new double[,] { {2*near/(right-left),0,(right + left)/(right - left),0}, {0,2*near/(top-bottom),(top+bottom)/(top-bottom),0}, {0,0,-(far+near)/(far-near),-(2 * far * near) / (far - near)}, {0,0,-1,0} }); return m; }[/source]is there anything wrong here?
and the last question how do I use the camera matrix?

PARTNERS