Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 8882533
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: June 14, 20262026-06-14T20:36:11+00:00 2026-06-14T20:36:11+00:00

What I have: game class model class for my ship Camera class when I

  • 0

What I have:
game class
model class for my ship
Camera class

when I Press F5 my game opens, it shows blue, but my model doesnt appear, anyone got any advice for why this is happening?

if anyone would be able to help i would really thankful.


    using System;
    using System.Collections.Generic;
    using System.Linq;
    using Microsoft.Xna.Framework;
    using Microsoft.Xna.Framework.Audio;
    using Microsoft.Xna.Framework.Content;
    using Microsoft.Xna.Framework.GamerServices;
    using Microsoft.Xna.Framework.Graphics;
    using Microsoft.Xna.Framework.Input;
    using Microsoft.Xna.Framework.Media;

    namespace test1
    {
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game
{
    GraphicsDeviceManager graphics;



    //Visual components
    Ship ship = new Ship();
    Camera _camera;

    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";


    }

   protected override void Initialize()
    {
        this.graphics.ToggleFullScreen(); 
        this._camera = new Camera(graphics.GraphicsDevice.Viewport);
        this._camera.LookAt = new Vector3(0.0f, 0.0f, -1.0f);


        base.Initialize();
    }


    protected override void LoadContent()
    {
        ship.Model = Content.Load<Model>("Models/p1_wedge");
        ship.Transforms = _camera.SetupEffectDefaults(ship.Model);


    }


    protected override void UnloadContent()
    {
        // TODO: Unload any non ContentManager content here
    }


    protected override void Update(GameTime gameTime)
    {

        // Allows the game to exit
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed ||
            Keyboard.GetState().IsKeyDown(Keys.Escape))
            this.Exit();

        // Get some input.
        UpdateInput();



        base.Update(gameTime);
    }

    protected void UpdateInput()
    {
        // Get the game pad state.
        GamePadState currentState = GamePad.GetState(PlayerIndex.One);
        KeyboardState currentKeyState = Keyboard.GetState();

            ship.Update(currentState);

        }


    protected override void Draw(GameTime gameTime)
    {
        graphics.GraphicsDevice.Clear(Color.CornflowerBlue);

        //camera
        this._camera.Update();

        _camera.LookAt = ship.Position;

        Matrix shipTransformMatrix = ship.RotationMatrix
                * Matrix.CreateTranslation(ship.Position);
        DrawModel(ship.Model, shipTransformMatrix, ship.Transforms);
        base.Draw(gameTime);

    }


    public static void DrawModel(Model model, Matrix modelTransform,
Matrix[] absoluteBoneTransforms)
    {
        //Draw the model, a model can have multiple meshes, so loop

        foreach (ModelMesh mesh in model.Meshes)
        {
            //This is where the mesh orientation is set
            foreach (BasicEffect effect in mesh.Effects)
            {

                effect.World =
                    absoluteBoneTransforms[mesh.ParentBone.Index] *
                    modelTransform;
            }

            mesh.Draw();


        }
    }


}
    }

using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;


namespace test1
{
class Ship
{
    public Model Model;
    public Matrix[] Transforms;

    //Position of the model in world space
    public Vector3 Position = Vector3.Zero;

    //Velocity of the model, applied each frame to the model's position
    public Vector3 Velocity = Vector3.Zero;
    private const float VelocityScale = 5.0f;

    public Matrix RotationMatrix =
 Matrix.CreateRotationX(MathHelper.PiOver2);

    private float rotation;

    public float Rotation
    {
        get { return rotation; }
        set
        {
            float newVal = value;
            while (newVal >= MathHelper.TwoPi)
            {
                newVal -= MathHelper.TwoPi;
            }
            while (newVal < 0)
            {
                newVal += MathHelper.TwoPi;
            }

            if (rotation != value)
            {
                rotation = value;
                RotationMatrix =
                    Matrix.CreateRotationX(MathHelper.PiOver2) *
                    Matrix.CreateRotationZ(rotation);
            }

        }
    }

    public void Update(GamePadState controllerState)
    {

        KeyboardState currentKeyState = Keyboard.GetState();
        if (currentKeyState.IsKeyDown(Keys.A))
            Rotation += 0.10f;
        else
        // Rotate the model using the left thumbstick, and scale it down.
        Rotation -= controllerState.ThumbSticks.Left.X * 0.10f;

        if (currentKeyState.IsKeyDown(Keys.D))
            Rotation -= 0.10f;

        if (currentKeyState.IsKeyDown(Keys.W))
            Velocity += RotationMatrix.Forward * VelocityScale;
        else
        // Finally, add this vector to our velocity.
        Velocity += RotationMatrix.Forward * VelocityScale *
         controllerState.Triggers.Right;

        // In case you get lost, press A to warp back to the center.
        if  (currentKeyState.IsKeyDown(Keys.Enter))
        {
            Position = Vector3.Zero;
            Velocity = Vector3.Zero;
            Rotation = 0.0f;

        }

        Position += Velocity;
        Velocity *= 0.95f;
    }



}
}

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Graphics;

namespace test1
{
public class Camera
{

    private Vector3 _position;
    private Vector3 _lookAt;
    private Matrix _viewMatrix;
    private Matrix _projectionMatrix;
    private float _aspectRatio;


public Camera(Viewport viewport)
{
    this._aspectRatio = ((float)viewport.Width) / ((float)viewport.Height);
    this._projectionMatrix = Matrix.CreatePerspectiveFieldOfView(
                                MathHelper.ToRadians(40.0f),
                                this._aspectRatio,
                                20000.0f,
                                30000.0f);
}
public Vector3 Position
{
    get { return this._position; }
    set { this._position = value; }
}
public Vector3 LookAt
{
    get { return this._lookAt; }
    set { this._lookAt = value; }
}
public Matrix ViewMatrix
{
    get { return this._viewMatrix; }
}
public Matrix ProjectionMatrix
{
    get { return this._projectionMatrix; }
}
public void Update()
{
    this._viewMatrix = 
        Matrix.CreateLookAt(this._position, this._lookAt, Vector3.Up);

}

public Matrix[] SetupEffectDefaults(Model myModel)
{
    Matrix[] absoluteTransforms = new Matrix[myModel.Bones.Count];
    myModel.CopyAbsoluteBoneTransformsTo(absoluteTransforms);

    foreach (ModelMesh mesh in myModel.Meshes)
    {
        foreach (BasicEffect effect in mesh.Effects)
        {
            effect.EnableDefaultLighting();
            effect.Projection = ProjectionMatrix;
            effect.View = ViewMatrix;
        }
    }
    return absoluteTransforms;
}

}
}

EDIT

public static void DrawModel(Model model, Matrix modelTransform, 
Matrix[] absoluteBoneTransforms)
{
//Draw the model, a model can have multiple meshes, so loop
foreach (ModelMesh mesh in model.Meshes)
{
    //This is where the mesh orientation is set
    foreach (BasicEffect effect in mesh.Effects)
    {
        effect.World = 
            absoluteBoneTransforms[mesh.ParentBone.Index] * 
            modelTransform;
        effect.Projection = _camera.ProjectionMatrix;
        effect.View = _camera.ViewMatrix; 
    }


    //Draw the mesh, will use the effects set above.
    mesh.Draw();
}   
  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-06-14T20:36:12+00:00Added an answer on June 14, 2026 at 8:36 pm

    I think there are 2 issues with your code:

    Look At You don’t seem to update the Look At of your camera to point towards your spaceship, either make your camera “track” the spaceship by giving it a reference to it and in your Update update the look at position or manually update the lookat position from your Game1.

    View / Projection Matrix Even though your camera has a view matrix and a projection matrix, you don’t use them in your DrawModel. When you assign your world, consider adding the two following lines

    effect.Projection = _camera.ProjectionMatrix;
    effect.View = _camera.ViewMatrix; 
    
    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

My current class is planning on creating a basic networked game, but we have
I have two models in Django for a 2d map based game: class Block(models.Model):
Say I have a model like: class Team(models.Model): name = models.CharField(max_length=20) class Game(models.Model): title
I'm really confused because i have the following case: Class Game extends CI_Model{ $this->load->model('user');
I have a django model Level for a game. class Level(models.Model): key = models.CharField(max_length=100)
I am making a card game in ruby. I have the Game class, which
Consider I have a game-creation framework, with a basic class called Game. // Action
Ok. I have a class Game, which creates an instance of my class Board,
I have a class with the following declaration of the fields: public class Game
I have XNA game and it contains these classes public partial class Bird :

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.