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Null_Reference_Exception

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  1.   I gave the a bash still has the same result,  I added a short youtube video to demonstrate what exactly is happeining. http://www.youtube.com/watch?v=3ObghD_zsqc&feature=youtu.be   At the start I am using the up and down arrows to move the player, but when i turn to the right and try to move up and down again you can see the result 
  2. Maths has never been a strong point of mine. My problem is that I have a player model thats starts off in the game world and rotates left,right, up, down just fine when stationary. but as soon as the player moves away from the starting position the rotations go all wrong as if the martrixs arent being recalculated.    This is how I am currently calculating the matices in my update method. Any with better maths skills see where the error is? public void Update(GameTime gameTime) { KeyboardState keyboardState = Keyboard.GetState(); float elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds; if (keyboardState.IsKeyDown(Keys.Left)) { shipColBox.AngularVelocity = Vector3.Up; } if (keyboardState.IsKeyDown(Keys.Right)) { shipColBox.AngularVelocity = Vector3.Down; } if (keyboardState.IsKeyDown(Keys.Up)) { shipColBox.AngularVelocity = Vector3.Left; } if (keyboardState.IsKeyDown(Keys.Down)) { shipColBox.AngularVelocity = Vector3.Right; } // Scale rotation amount to radians per second shipColBox.AngularVelocity = shipColBox.AngularVelocity * RotationRate * elapsed; //Create rotation matrix Matrix rotationMatrix = Matrix.CreateFromAxisAngle(Right, shipColBox.AngularVelocity.Y) * Matrix.CreateRotationY(shipColBox.AngularVelocity.X); //Rotate orientation vectors Direction = Vector3.TransformNormal(Direction, rotationMatrix); Up = Vector3.TransformNormal(Up, rotationMatrix); // Re-normalize orientation vectors Direction.Normalize(); Up.Normalize(); // Re-calculate Right right = Vector3.Cross(Direction, Up); // re-calculate with a cross product to ensure orthagonality Up = Vector3.Cross(Right, Direction); // Determine thrust amount from input if (keyboardState.IsKeyDown(Keys.W)) { thrustAmount = 5.0f; } else { thrustAmount = 0; shipColBox.LinearVelocity = new Vector3(0, 0, 0f); } // Calculate force from thrust amount Vector3 force = shipColBox.OrientationMatrix.Forward * thrustAmount * ThrustForce; // Apply acceleration Vector3 acceleration = force / shipColBox.Mass; Velocity += acceleration * elapsed; //Apply psuedo drag Velocity *= DragFactor; //Apply velocity shipColBox.Position += Velocity * elapsed; // Reconstruct the ship's world matrix world = Matrix.Identity; world.Forward = Direction; world.Up = Up; world.Right = right; world.Translation = Position; }
  3. Thanks Guys     The problem was as gezegond said that I was generating the same seed values each time.  simple soulotion was to generate a new seed.   //instantiate a new seed private Random random = new Random(Guid.NewGuid().GetHashCode());
  4. Hi I am having a problem I cant work out, and I am looking for some direction. I am trying to draw a list of 20 models and they are being to the screen but they are all being drawn to the game window at the exact same position and I cant see where my code is wrong,    In my enemy class I have   public Enemy(Game1 game)         {             randX = random.Next(1, 10);             randY = random.Next(1, 10);             randZ = random.Next(1, 10);             enemyPos = new Vector3(randX, randY, randZ);             enemyColBox = new Box(enemyPos, 3f, 3f, 3f);                                    enemyModel = new EntityModel(enemyColBox, game.Content.Load<Model>("Models/enemyShip1"), Matrix.Identity *                                                                            Matrix.CreateScale(0.03f), game);             hit = game.Content.Load<SoundEffect>("Audio/Hit");             game.space.Add(enemyColBox);              game.Components.Add(enemyModel);             enemyColBox.Tag = enemyModel;         }     Game class   protected override void LoadContent() {      makeEnemies(20); }   public void makeEnemies(int num)         {             for (int x = 0; x < num; x++)             {                                   enemy.enemyPos = new Vector3(enemy.randX, enemy.randY, enemy.randZ);                     newEnemies.Add(new Enemy(this));                                         }                    }