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About DennisterBeest

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  1. MVS + C# + XNA to iOs? is it possible?

    sadly, no.. XNA is a framework that utilizes DirectX. DirectX is a true Microsoft product, so there are no DirectX API's on Mac OS or iOS. You can port c++ with OpenGL though. Mac OS uses OpenGL and iOS uses a somewhat stripped down version of OpenGL.
  2. Unloading/Loading and Movement

    I think you are helped a lot by following riemers tutorials on http://www.riemers.net these will help you a lot in getting a solid XNA basis
  3. Player movement.

    [quote name='andfol' timestamp='1331313209' post='4920715'] Sorry just to add when I run the application pressing any key makes my player disappear. [/quote] that probably means he is moving try setting the move amount to 5 or so...
  4. Text Wrapping C# Console Game

    did some playing around and got this working, i know it is not the most elegant way, but it works. it's up to you to make it pretty [code] private string[] DoWordWrap(string input, SpriteFont f) { string[] words = input.Split(new char[] { ' ' }); float strLen = f.MeasureString(input).X; string[] result = new string[(int)(strLen / Window.ClientBounds.Width) + 1]; int count = 0; int currentLine = 0; float lineLen = 0; float wordLen = f.MeasureString(words[0]).X; while (count < words.Length) { while (lineLen < Window.ClientBounds.Width - wordLen && count < words.Length) { result[currentLine] += words[count] + " "; count++; if (count < words.Length) { wordLen = f.MeasureString(words[count]).X; lineLen = f.MeasureString(result[currentLine]).X; } } lineLen = 0; result[currentLine] = result[currentLine].TrimEnd(); currentLine++; } return result; } [/code]
  5. Recursive Methods

    i watched the next episode of the tutorial. That will explain in detail what type of error you are gettting and how to solve it!
  6. Recursive Methods

    Could you be a bit more specific on where you are stuck and why you are stuck.. What error message do you get?
  7. Text Wrapping C# Console Game

    Are you drawing your text with a spritefont? sentence.length gives the length of the sentence in characters, not in pixels. so if you are using a spritefont you can use the spriteFont.MeasureString(sentence) to give you the actual pixel length of the sentence When you know the pixel length you can iterate through the individual words of the line until the length of the first line is smaller than the width of the Console. You can simply place the words in a seperate string. Rinse and repeat as they say, until you have a series of strings that are all shorter than the length of the console window
  8. Why can't i use tex2D in loop with HLSL?

    with googling around i found 2 answers: X3553: [quote] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]OK, this is a bit difficult to explain. First, the reason why the second one works, is because it is automatically unrolled. You loop a constant amount of iteration, so the compiler can silently unroll without side effects.[/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]Now, the reason the first doesn't work as expected, is due to the fact that derivatives (as used by a gradient instruction, such as tex2D) are undefined within a conditional statement (such as the one implicitly used by the loop).[/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]You can solve this by either not using derivatives at all (ie. supplying a constant LOD through tex2DLod rather than the tex2D) or by manually computing the derivatives outside of the loop, and supplying them explicitly. If you only want to blur a screen aligned rectangle, then the best method is the former one.[/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left][/quote][/left][/size][/font][/color] [color=#282828][font=helvetica, arial, verdana, tahoma, sans-serif][size=3][left]resource: [/left][/size][/font][/color][url="http://www.gamedev.net/topic/526047-bizzare-shader-error/"]http://www.gamedev.net/topic/526047-bizzare-shader-error/[/url] X3511: [quote] The compiler needs to prove that the loop will terminate within 1024 iterations to target the ps_2_0 profile. Since your index value comes from a global, no range information can be infered beyond the 32-bit int type. You can force this by doing something like: int x = gNum % 1023; for( int i = 0; i < x; i++ ) ... [/quote] resource: [url="http://www.ureader.com/msg/146533.aspx"]http://www.ureader.com/msg/146533.aspx[/url] hope this helps
  9. Why can't i use tex2D in loop with HLSL?

    Could you post some code please?
  10. Net een afspraak gemaakt om in ondertrouw te gaan! Vrijdag 16 maart gaat het gebeuren!
  11. Basic Game Development

    I use a combination of planning and just plain cowboy coding. When I start a project it starts with an idea. This idea usually stays in my head for a few weeks, during wich i refine it and come up with some strategies. After that i decide its time to start coding some. While coding you will soon run into problems, so i start coding something else That's when the planning starts. I plan out the solution for the existing problems and then implement those. After that I will probably have some ideas for additions to the current project and the process starts over again. I do not like to think about everything before i start working on a project, because that leaves me little room for expension. I do however always write down small ideas i come up with during the coding. I don't know if this is a good way to work it since i've not finished a game yet (still working my first mayor project)
  12. Vandaag dagje museum-hoppen in Amsterdam
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