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| XNA Tutorials and support for game development using Microsoft's XNA Game Studio framework. |
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#2 (permalink) |
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ConnectUO Creator
Join Date: Jan 2004
Location: In your mom
Age: 27
Posts: 4,762
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not sure yet, need to think about it. Any ideas?
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Jeff Boulanger ConnectUO - Core Developer Want to help make ConnectUO better? Click here to submit your ideas/requests Use your talent to compete against other community members in RunUO hosted coding competitions If you know XNA (even if its just a little) or are a good artist(2d or 3d) and are interested in making games for a hobby send me a pm or drop by #xna in irc.runuo.com. I'm looking to put together a small game development team. Please do not pm me for support. If you are having issues please post in the appropriate forum. Thanks for your continued support of both ConnectUO and RunUO |
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#3 (permalink) | |
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Forum Expert
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This is the site I'm currently looking at:
Blue Rose Games - XNA 101 Tutorials
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#4 (permalink) |
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Forum Expert
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Be interested to see how to define 3 dimensional shapes, start with a simple cube and build from that small program you did to explain the spinning triangle... while i'm here
can you explain this part please...Code:
//Vertices of our primitive
vertices = new VertexPositionColor[3];
//Top left vertex
vertices[0].Position = new Vector3(-1, 1, 0);
//Top right vertex
vertices[1].Position = new Vector3(0, 2, 1);
//Bottom left vertex
vertices[2].Position = new Vector3(1, -1, 0);
//Setup the colors of each vertex
vertices[0].Color = Color.Red;
vertices[1].Color = Color.Blue;
vertices[2].Color = Color.Green;
//Index of each corner
indices = new int[] { 0, 1, 2 };
//Position of our primitive
position = Vector3.Zero;
The 3D world is the matrix, Vector3 is that particular triangle, And thats defined here... Code:
//Top left vertex vertices[0].Position = new Vector3(-1, 1, 0); //Top right vertex vertices[1].Position = new Vector3(0, 2, 1); //Bottom left vertex vertices[2].Position = new Vector3(1, -1, 0); And ![]() Code:
//Index of each corner
indices = new int[] { 0, 1, 2 };
The way i think it works is, You have a primative (Your shape/object), Which is made up of vertices, Each vertice has a Vector3(-1, 1, 0) type definition ???, which are called indices??? Like... A Primative made up of vertices (Refrenced by Vector3?) and the indices are what make your shape? Anyway... now i have a headache thinking about this i'll leave it in your hands .
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#5 (permalink) |
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Newbie
Join Date: Nov 2007
Age: 22
Posts: 63
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Primative = A line (two vertices), point (one vertex), or triangle (three vertices).
A Vector is used to tell the graphics card where to draw a vertex (a group of vertexs are called vertices). Vector3(X, Y, Z) Indices are used when you have more then one vertex in the same spot, instead of using 2 vertices you can use indices to tell the graphics card something like "use the vertex at position X in the vertex buffer when drawing this vertex." That should be right, but Jeff knows much more then I do and might be able to explain better. |
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