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seen Feb 10 at 4:36

Jun
18
awarded  Scholar
Jun
18
accepted Matrix transforms in XNA
Jun
18
comment Matrix transforms in XNA
whoops, I mixed you up with a discussion I was having on steam about scaling matrices, sorry about that. Your code was giving me some issues at first due to the way I was drawing sprites originally (I was drawing from the center, which was throwing the origin off a little). Having updated the code, it works beautifully, save that the boxes are sometimes a pixel or two too small due to rounding errors. Nice catch!
Jun
18
comment Matrix transforms in XNA
No luck with chaging the code there, though I've done it anyways since it's cleaner this way. I feel like if it were an issue with the scaling matrix, the rectangle would come out too large/small, rather than off-center, but I'm not really sure how matrices work.
Jun
18
awarded  Student
Jun
18
comment Matrix transforms in XNA
@SethBattin I've added a picture to the question showing the rotations of various rotated/unrotated sprites. The bug exists at all angles, but rotation seems to be working as expected.
Jun
18
revised Matrix transforms in XNA
added 85 characters in body
Jun
18
comment Efficient collision detection using quadtrees
This doesn't really answer your question, but for a lot of games, especially simple games like you mentioned you were working on, a quadtree structure is overkill. I would suggest you first work on collision detection and how you handle it, then come back and work out quadtrees after you have it implemented.
Jun
18
revised Matrix transforms in XNA
Changed algorithm to be a little cleaner
Jun
18
revised Matrix transforms in XNA
added 26 characters in body
Jun
18
asked Matrix transforms in XNA
Oct
7
awarded  Yearling
Jun
20
comment Implementing powerups for my Breakout clone
@Byte56 Now that you mentioned it, I don't think interfaces are standard in Python. Guess I just got used to PEAK...
Jun
20
comment Not getting desired results with SSAO implementation
My mistake, didn't check the timestamps.
Jun
20
comment Not getting desired results with SSAO implementation
Feel free to flag this as the correct answer so that people know you've found your solution :P
Jun
20
comment Implementing powerups for my Breakout clone
Why not pass the paddle as a parameter to the powerup, and use the fact that they all implement an interface to make them each handle their own effects? That way you could throw out the ugly case statement, and it would be very easy to add in more powerups and effects.
Jun
20
comment Creating a new instance, C#
I would personally initialize it outside of the ball class (probably in the same area where you initialize ball), then use a Service to get a reference to the paddle when you call your ball's constructor. The only problem with this method is that it means your bat must be initialized prior to initializing your ball.
Jun
8
comment A* algorithm very slow
Good idea. This, combined with some sort of simple heuristic to eliminate terrible paths would greatly decrease the cost of each call to the AI.
Jun
6
answered Loading levels from .txt or .XML for XNA
Jun
5
comment Delaying a Foreach loop half a second
@Hackworth One wouldn't want to use for() in this case either, as one would still be calling the ghost's entire action list in a single update tick.