216 reputation
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bio website
location Allen, TX
age 24
visits member for 2 years, 10 months
seen Apr 20 at 1:48

Software Engineer

@cwharris

xixonia at gmail dot com

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Languages (* = proficient and unconsciously competent):

  • C# *
  • JavaScript *
  • CoffeeScript
  • HTML
  • Python
  • Haskell (understood, but not ingrained)

Technologies:

  • XNA
  • ASP.NET MVC
  • Entity Framework
  • Reactive Extensions (Rx)
  • Reactive Extensions for JavaScript (RxJS)

Tools:

  • Visual Studio 2013, 2012, 2010
  • Sublime Text 3
  • Git & GitHub

Sep
24
awarded  Autobiographer
Sep
7
awarded  Revival
Mar
12
awarded  Yearling
Sep
21
comment Setting Krypton Light to Screen Pixels
Correct. That should compensate for the scaling / translation issues. However, you will also need to change the cull mode when you do this, as it reverses the direction triangles are rendered. You can set the cull mode to none for testing purposes. Let me know if you have any issues
Sep
20
answered Setting Krypton Light to Screen Pixels
Dec
5
answered Building an XNA Game Engine: Loading Sprites outside of LoadContent()
Nov
29
comment XNA - Drawing 2D Primitives (Boxes) and Understanding Matrices in Computer Graphics
I have absolutely no doubt the using a SpriteBatch works quickly, and I never said it didn't. I just find it it silly that you think it has less overhead than drawing wireframe.
Nov
28
answered XNA - Drawing 2D Primitives (Boxes) and Understanding Matrices in Computer Graphics
Nov
28
comment XNA - Drawing 2D Primitives (Boxes) and Understanding Matrices in Computer Graphics
Also, since when is drawing 4 textured quads (16 vertices and 24 indicies) faster than drawing 4 line segments (4 vertices and 8 indicies) ?
Nov
28
comment XNA - Drawing 2D Primitives (Boxes) and Understanding Matrices in Computer Graphics
You claim that SpriteBatch is going to be less overhead than drawing user indexed lines. This is ridiculous. Drawing a colored line doesn't do any alpha blending or color interpolation, using SpriteBatch obviously does. Also, SpriteBatch is drawing textured quads. This is texture interpolation, AND it's occurring even for pixels that never get drawn. Using a simple primitive drawer has MUCH less overhead.
Nov
28
comment Collision filtering techniques
Can you describe "more complex mapping" ? I would be interested to see what exactly you mean by this.
Nov
28
awarded  Teacher
Nov
28
awarded  Supporter
Nov
28
answered Collision filtering techniques
Nov
28
answered How do walls affect lighting?