| bio | website | martindevans.appspot.com/blog |
|---|---|---|
| location | Worcester, United Kingdom | |
| age | 22 | |
| visits | member for | 2 years, 10 months |
| seen | 6 hours ago | |
| stats | profile views | 56 |
Comp-sci student at Birmingham University (08 class)
Startup indie game developer
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Jun 10 |
awarded | Caucus |
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May 28 |
comment |
How to sync game tick in peer to peer game? exact synchronisation of clocks is impossible, so the question is how synchronised do you need? You'll need better sync if it's a twitch shooter vs a turn based strategy game. What kind of game are we talking about? |
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Mar 6 |
awarded | Student |
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Jan 18 |
comment |
How do I implement a physics gun? I know I need to handle translation, but I'm not sure exactly what the problem is that's causing rotation when I translate in the current version. Of course if I don't know that, then I don't know how I need to change the transform matrix to fix it :( |
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Jan 18 |
revised |
How do I implement a physics gun? added 5 characters in body |
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Jan 18 |
asked | How do I implement a physics gun? |
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Dec 27 |
comment |
XNA: Networking gone totally out of sync As far as I can tell this code shouldn't work for more than 1 vs 1. It says here (msdn.microsoft.com/en-us/library/bb975947.aspx) that sending the packet clears it. This does however means you can simplify the code a little to remove the (probably) superfluous flush and seek to zero |
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Dec 27 |
comment |
XNA: Networking gone totally out of sync you definitely don't want to send network updates every frame. That's a fantastic way to overload router buffers and introduce massive latency. |
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Dec 14 |
comment |
XNA 4 Deferred Rendering deforms the model If it renders correctly using basiceffect then I don't think it can be a problem with the primitive type. My guess would be something wrong with the vertex shader, but it looks ok :/ |
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Dec 12 |
comment |
Improving SpriteBatch performance for tiles Are you drawing other parts of the world which go "on top" of the tiles (e.g. characters) in the same spritebatch begin/end block? |
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Nov 25 |
comment |
Why is Spritebatch drawing my Textures out of order? Have you tried SpriteSortMode.Immediate? |
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Nov 13 |
comment |
How to avoid circular dependencies between Player and World? @snake5 Saying adding more classes adds overhead for the programmer is often completely wrong in my experience. In my opinion 10x100 line classes with informative names and well defined responsibilities is easier to read and less overhead for the programmer than a single 1000 line god class. |
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Oct 8 |
awarded | Nice Answer |
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Sep 25 |
revised |
Checking for alternate keys with XNA IsKeyDown added 960 characters in body |
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Sep 25 |
comment |
Checking for alternate keys with XNA IsKeyDown Either that, or you preallocate an array of keys. I'll add something to my answer... |
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Sep 25 |
comment |
Checking for alternate keys with XNA IsKeyDown @Jocull, absolutely right. Any takes a Func<Keys, bool> and IsKeyDown is a Func<Keys, bool> so all is fine :D |
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Sep 25 |
comment |
Checking for alternate keys with XNA IsKeyDown @jocull, I don't need x => state.IsKeyDown(x), the above compiles just fine :) |
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Sep 25 |
answered | Checking for alternate keys with XNA IsKeyDown |
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Aug 14 |
awarded | Yearling |
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Jun 8 |
awarded | Caucus |