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About Stuntdk

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  1. Level Editor using XNA Studio 4.0

    Take a look at Nick Gravelyn's Tile Editor series, he makes an editor using Winforms (Editor start at tutorial 3B)
  2. In the always popular Nick Gravelyn Tile Engine series, he uses the Winforms project in his editor. Perhaps you can get some hints from those. I think it's videos 3B, 4B that starts the editor development.
  3. I would suggest you try and follow one of the many tutorials available or get a good book on the subject.<br /><br /><br /><br /><br />;tag=braysoft-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=1936420228<br /><br />
  4. You could take a look at the XNA Platformer starter kit, perhaps you could get some inspiration from that.<br />
  5. Game crashes when running the .exe

    From my experience this type of behaviour can occur from wrong use of SIMD XMVECTOR, XMMATRIX types<br />If you use those types in function calls or as datamembers of your class, you need to make sure they are properly aligned.<br /><br /><br /><br /><br />
  6. DirectXTK and PNG transparency

    I have found out why I had this problem, turns out that DirectXTK Spritebatch expects an image with pre-multiplied alpha. The source images I had were not pre-multiplied. Found a nice little application that could do the image translation easily [url=""][/url]
  7. Hi, I am trying out the Spritebatch function in DirectXTK, but I am having problems with transparency in .png images. My code is based on a stripped down version of this example [url=""]http://directxtk.cod...cussions/390346[/url] The sprite png image is from Microsoft XNA Shooter example "player.png" Any ideas how I can get transparency with DirectXTK? Thanks!
  8. When you compile your pixelshader you are providing a pointer to the Vertexbuffer rather than the Pixelbuffer. [source lang="cpp"]hr = D3DX11CompileFromFile("Effects.fx", 0, 0, "PS", "ps_5_0", 0, 0, 0, &VSBuffer, 0, 0);[/source] Should be: [source lang="cpp"]hr = D3DX11CompileFromFile("Effects.fx", 0, 0, "PS", "ps_5_0", 0, 0, 0, &PSBuffer, 0, 0);[/source]
  9. How do I create a Bolt?

    Catalin Zima has an old article about Lightning in XNA [url=""][/url]
  10. Swap Chain Buffer Count

    I am by no means an expert, and still learning so I may stand corrected. I got my information from reading Frank D. Luna "3D Game Programming With DirectX11". He describes the BufferCount as the number of backbuffers, and throughout all his code use only the value of 1 (at least as far as I've gotten into it) Could there perhaps be a difference whether you are using windowed or fullscreen mode? Update: Actually I just checked the RasterTek tutorials and Braynzar tutorials, and they both describe the BufferCount as the number of backbuffers and set it to 1 for double buffering. I also see the somewhat conflicting explanation on MSDN, so hopefully an expert can explain some of this?
  11. Swap Chain Buffer Count

    BufferCount is the number of back buffers used in the swap chain, so for double buffering you should set this value to 1
  12. I haven't personally looked into this, but in the Windows 8 SDK it looks like Microsoft is actually using GS (if supported) in their Spritebatch routine.