| bio | website | martindevans.appspot.com/blog |
|---|---|---|
| location | Worcester, United Kingdom | |
| age | 22 | |
| visits | member for | 2 years, 9 months |
| seen | 40 mins ago | |
| stats | profile views | 55 |
Comp-sci student at Birmingham University (08 class)
Startup indie game developer
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Jan 18 |
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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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Dec 27 |
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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 |
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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 |
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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 |
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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 |
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Why is Spritebatch drawing my Textures out of order? Have you tried SpriteSortMode.Immediate? |
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Nov 13 |
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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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Sep 25 |
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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 |
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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 |
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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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Jan 16 |
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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. |
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Jan 16 |
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What is a good starting platform for a teenage game programmer? @bobobobo you're welcome to write a better answer. This kind of question has no definitive correct answer though, which means that the best answers will all simply be listing possibilities. |
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Dec 31 |
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How to create a very specific kind of joint in Farseer? I don't understand why that didn't work, but I do see an alternative that is guaranteed to work. If you use a prismatic joint connecting the center to the two outer ones, with the minimum and maximum limit set to the length (remember to enable joint limit) then they cannot rotate around the center, only slide within a range of 0 |
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Dec 30 |
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How to create a very specific kind of joint in Farseer? Hmm, I may be wrong with this, but if you attach the distance joints from the objects to the centre anchor anywhere other than the centre of the anchor I think that ought to prevent rotation of the system. |
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Dec 22 |
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How to create a very specific kind of joint in Farseer? Also, do weld joints serve the correct purpose? I thought they prevented relative rotation of the two welded points, which is not what you want? |
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Dec 22 |
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How to create a very specific kind of joint in Farseer? Try adding a fixed rotation joint on the central (invisible) body, to hold it at a given rotation |
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Feb 21 |
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Game networking topology - dealing with host leaving Lots of P2P networks use the metric that the longer a peer has been around, the less likely they are to leave. This probably doesn't hold for games, but it would be a good starting point. |
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Feb 2 |
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Does C# have a future in games development? @coderanger: I know that currently not many large studios use managed languages, and I'm sure that's going to continue for a very long time. However more and more small scale companies are using managed languages, and I can't imagine that going away anytime soon either. |
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Feb 2 |
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Does C# have a future in games development? @coderanger Of course super optimised native code can beat jittered code. But doing those kind of optimisations is time consuming and costly. Where writing all your managed code is almost as fast, and a helluva lot easier/faster to develop. And if one of the companies out there started releasing games twice as fast as they currently do, with less bugs, I think gamers would be pretty happy about that - even if it took 5% more CPU load ;) |
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Feb 1 |
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Does C# have a future in games development? @Guillaume86: Jittered code can currently outperform native code, and Jits are getting better all the time. Also, managed languages produce far more robust programs. So in the end C++ loses it's performance advantage, and is significantly harder to write robust programs in (which means longer development times and more costs) |