I'm trying to understand if this is avoidable, or it's something I just have to deal with when using XNA. I made a new game project and loaded simple 16×16 cursor image to draw each frame at exact ...
I have been having some minor frame drop issues in a 2D XNA game. To start with, I am a vsync'ed, mixed timestep. That is: IsFixedTimestep = false; ...
Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on ...