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Thread: Pascal and XNA...

  1. #11
    Legendary Member NecroDOME's Avatar
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    Pascal and XNA...

    (Very offtopic
    @savage - Oh great master of black windows! Could you make a yellow window for me?
    NecroSOFT - End of line -

  2. #12
    Legendary Member cairnswm's Avatar
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    Pascal and XNA...

    Actually I dont think the screen was being cleared at all - I had a black screen with some very retro looking blocks all over it

    Change the GraphicsDevice.Clear statement to
    Code:
      graphics.GraphicsDevice.Clear( Color.CornflowerBlue );
    and you'll have the correct CornFlower blue of the empty XNA GSE base project.

    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  3. #13

    Pascal and XNA...

    Quote Originally Posted by cairnswm
    Actually I dont think the screen was being cleared at all - I had a black screen with some very retro looking blocks all over it

    Change the GraphicsDevice.Clear statement to
    Code:
      graphics.GraphicsDevice.Clear( Color.CornflowerBlue );
    and you'll have the correct CornFlower blue of the empty XNA GSE base project.

    I've changed the above base code as mentioned, though it would be nice to know why the other Clear code does not work.
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  4. #14

    Pascal and XNA...

    Quote Originally Posted by NecroDOME
    (Very offtopic
    @savage - Oh great master of black windows! Could you make a yellow window for me?
    I'm sorry NecroDOME I only specialise in black windows. Yellow windows are just so 80s.
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  5. #15

    Pascal and XNA...

    OK I finally worked out what I was doing wrong with the 3D stuff. Basically XNA expects XNA specific compatible 3D resources and audio file to load correctly. Once that was established it works like a charm ( as seen below )




    This rotating 3D model is very, and I mean very, easy to get working.

    I've spoken to the people at RemObjects and they are keen to have these demos, and a few more, showing off Chrome's XNA and .NET 2.0 compatibility. They would like a game project template for XNA and they are speaking to Microsoft about what is required to get these Chrome created Exes working on an XBox 360.
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  6. #16
    Legendary Member cairnswm's Avatar
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    Pascal and XNA...

    I'll get my S2DL for Chrome and XNA done by the end of the week including a 2D game template Can you speak to them about using this as a base 2D game system for Chrome?
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  7. #17

    Pascal and XNA...

    William, I'll ask them and will see what they say. I might make a vanilla version as well so that developers know what is going on under the hood for starters.

    Btw, here is the latest Pascal and XNA files -
    http://www.pascalgamedevelopment.com/files/XNA.zip ( Updated and working ).

    This contains the 3 3D tutorials ported to Chrome with relevant executable and data files necessary. Proper Keyboard handling has been added because by default it assumes an Xbox 360 GamePad is attached to your computer.
    Therefore now in the 3rd Tutorial you can use the Up arrow to accelerate and hear the thrusters firing. Left and Right arrow will roate you in those directions and Space bar will warp you back to the centre of the screen ( with sound ).
    As these now have a .chrome project file you can just compile the code at the command line as follows :

    Code:
    Chrome /frameworkversion&#58;v2.0.50727
    Assuming you have a .chrome file in that directory, it will find it and compile it using the .NET 2.0.

    Note1 : The command line compiler compiles .chrome projects into the /Release subdirectory by default.

    Note2 : XNA demos/games will only work if your graphics card supports shader model 1.1 or above. The reference rasterizer does not appear to work, without jumping through a few hoops .
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  8. #18
    Co-Founder / PGD Elder WILL's Avatar
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    Pascal and XNA...

    Quote Originally Posted by savage


    This rotating 3D model is very, and I mean very, easy to get working.

    I've spoken to the people at RemObjects and they are keen to have these demos, and a few more, showing off Chrome's XNA and .NET 2.0 compatibility. They would like a game project template for XNA and they are speaking to Microsoft about what is required to get these Chrome created Exes working on an XBox 360.
    This is very cool. Looks like Chrome has just found a means to be a top contender for the Object Pascal coding market. XBox360 would be a welcomed addition to the platforms you can make game in Pascal with.

    Might I ask if either of you guys know what the max. capabilities of XNA on a 360 would be?
    Jason McMillen
    Pascal Game Development
    Co-Founder





  9. #19
    Legendary Member cairnswm's Avatar
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    Pascal and XNA...

    As far as I know XNA makes use of the .Net compact framework as available on the XBox 360. Also remember that XNA replaces DirectX - so should give an indication of its capabilities.

    Try this: http://www.gamasutra.com/features/20...field_01.shtml
    William Cairns
    My Games: http://www.cairnsgames.co.za (Currently very inactive)
    MyOnline Games: http://TheGameDeveloper.co.za (Currently very inactive)

  10. #20

    Pascal and XNA...

    Quote Originally Posted by cairnswm
    As far as I know XNA makes use of the .Net compact framework as available on the XBox 360. Also remember that XNA replaces DirectX - so should give an indication of its capabilities.

    Try this: http://www.gamasutra.com/features/20...field_01.shtml
    XNA doesn't replace DirectX, it simply wraps up the features of DirectX and hides them from view. DirectX 10 still exists, and 11 is in the planning stages already.

    BTW: Using SDL inside of an XNA game would make the game invalid on the XBOX 360. You have to use the built in XNA graphical methods in order to cross compile for the XBOX . Good news is, if you use XNA then your game will run on Windows, Windows CE, Windows Mobile, and XBOX. Bad news is, if you use XNA, then your game won't compile for WII, PS3, MAC, Linux, and other platforms not supported by MS. Of course, this may change as people start to adopt XNA and build out their own environments for the platforms. Just look at Mono.

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