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bio website martindevans.appspot.com/blog
location Worcester, United Kingdom
age 24
visits member for 3 years, 11 months
seen yesterday
Comp-sci student at Birmingham University (08 class) Startup indie game developer

Apr
1
comment XNA 4: GetData from Texture2D and Set it into Texture3D with specific order
At the moment you're reading out the data, buffering it up in an array and then writing it all in one go. I'm not sure why that isn't working, but I think it might be worthwhile trying reading the data (in 32x32 sections) and then writing those sections to the Texture3D straight away (there's an overload of setdata for that).
Apr
1
comment XNA 4: GetData from Texture2D and Set it into Texture3D with specific order
What you have look right to me. It might be worth trying copying across the data level by level rather than buffering it in an array.
Oct
29
comment XNA hlsl tex2D() only reads 3 channels from normal maps and specular maps
I've found that a lot of applications do funky things with alpha when saving (e.g. if alpha is 0 colour data is discarded for that pixel). Are you absolutely certain the data being saved into your files is what you think it is?
Oct
28
awarded  Good Answer
Aug
14
awarded  Yearling
Jun
10
awarded  Caucus
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?
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...