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~7k people reached

Apr
4
accepted Following waypoints, condition is never fulfilled
Apr
4
comment Following waypoints, condition is never fulfilled
Btw, the Vector2-class does not contain a definition for magnitude in monogame. I guess Length is what you are reffering to, right?
Apr
4
comment Following waypoints, condition is never fulfilled
Ok this looks like a nice solution, but this also would mean that I would need a custom method for comparing Vectors, right?
Apr
4
asked Following waypoints, condition is never fulfilled
Jan
8
awarded  Informed
Jan
7
awarded  Critic
Nov
18
accepted How is persistence managed by browser games?
Nov
18
comment How is persistence managed by browser games?
From your answer I deduce that the most suave way would be communicating data via web services?
Nov
18
asked How is persistence managed by browser games?
Jun
18
accepted How to optimize my movement & collision code?
Jun
18
revised How to optimize my movement & collision code?
Added comments to the code
Jun
18
asked How to optimize my movement & collision code?
Mar
20
awarded  Curious
Jan
30
awarded  Yearling
Jan
30
accepted How to pass content through the project's structure efficiently?
Jan
29
comment How to pass content through the project's structure efficiently?
This means that having like 100 units on screen which all use the same animation would not be a performance issue due to memory. As long as all animations have their origin in a single Context.Load<Texture2D>() call?
Jan
29
asked How to pass content through the project's structure efficiently?
Sep
24
awarded  Autobiographer
Aug
18
comment How can I modify this projectile class to support movement in an arbitrary direction?
@Byte56 You could have for example told me that 'velocity.x * elapsedGameTime' would be a smarter way to implement the class, as this would make the animations equally fast/slow no matter on which machine it runs.
Aug
15
comment How can I modify this projectile class to support movement in an arbitrary direction?
Oh cmon dat downvote, really?