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bio website martindevans.appspot.com/blog
location Worcester, United Kingdom
age 22
visits member for 2 years, 9 months
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Comp-sci student at Birmingham University (08 class) Startup indie game developer

Mar
6
awarded  Student
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 :(
Jan
18
revised How do I implement a physics gun?
added 5 characters in body
Jan
18
asked How do I implement a physics gun?
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
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.
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 :/
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?
Nov
25
comment Why is Spritebatch drawing my Textures out of order?
Have you tried SpriteSortMode.Immediate?
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.
Oct
8
awarded  Nice Answer
Sep
25
revised Checking for alternate keys with XNA IsKeyDown
added 960 characters in body
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...
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
Sep
25
comment Checking for alternate keys with XNA IsKeyDown
@jocull, I don't need x => state.IsKeyDown(x), the above compiles just fine :)
Sep
25
answered Checking for alternate keys with XNA IsKeyDown
Aug
14
awarded  Yearling
Jun
8
awarded  Caucus
May
9
awarded  Enthusiast
Jan
16
comment What are some cool examples of procedural pixel shader effects?
@Michael: Fixed it to link to a page on his new website which includes the pdfs as well as a summary of the technique.