| bio | website | |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 9 months |
| seen | May 13 at 18:39 | |
| stats | profile views | 39 |
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Dec 7 |
answered | Input/Output console window in XNA |
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Dec 6 |
comment |
isometric drawing order with larger than single tile images - drawing order algorithm? You are correct, this technique will work for square grids. It will also work for diagonal grids that use square doodads/characters. It will not work for the irregular 2x3 shape on a diagonal grid. |
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Dec 5 |
comment |
Elegant solution for coloring chess tiles Perhaps a good example of why elegance isn't always the best solution. ;) |
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Dec 5 |
comment |
Y Axis inverted on vertex output Yes, this is likely a result of handiness confusion. |
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Dec 5 |
comment |
Elegant solution for coloring chess tiles I don't understand your question. The modulus 16 operation reduces the problem to two rows. The second row follows a different pattern than the first. The if statement only evaluates to true if either it is an even-numbered tile XOR not in the second row. If both are true, it evaluates to false. Review the XOR operator: msdn.microsoft.com/en-us/library/zkacc7k1.aspx |
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Dec 5 |
answered | isometric drawing order with larger than single tile images - drawing order algorithm? |
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Dec 5 |
answered | Elegant solution for coloring chess tiles |
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Nov 25 |
comment |
Scaling Sound Effects and Physics with Framerate You should fully read that link. With that setting Update() and Draw() will not be called the same number of times if the graphics card is slow. |
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Nov 23 |
comment |
Scaling Sound Effects and Physics with Framerate The velocity modifier, not the whole velocity. Like this: position += velocity * Math.Max(1.0, ((thisFrameTime - lastFrameTime) / 16.6667)); |
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Nov 23 |
comment |
Scaling Sound Effects and Physics with Framerate Instead of having the gun sound play because the mouse is pressed, I think you should rethink how the weapon is handled. Right now it appears that you can fire one bullet per frame. Instead, try looking at it as pressing the mouse starts firing and releasing it stops firing. It could start/stop a thread to keep the timing independent of your framerate. |
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Nov 23 |
comment |
Scaling Sound Effects and Physics with Framerate Introducing a Math.Max(1.0, ...) call to the velocity modifier will fix that. |
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Nov 23 |
answered | When to unload graphics object from main memory? |
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Nov 23 |
revised |
Scaling Sound Effects and Physics with Framerate added 36 characters in body |
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Nov 23 |
answered | Scaling Sound Effects and Physics with Framerate |
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Nov 15 |
comment |
Should I be worrying about limiting the number of textures in my game? The XNA GUI is obviously for a game. |
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Nov 12 |
answered | Should I be worrying about limiting the number of textures in my game? |
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Oct 30 |
answered | UI mockups to the code |
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Oct 24 |
answered | Game Patching Mac/PC |
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Oct 22 |
answered | How do I calculate the boundary of the game window after transforming the view? |
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Oct 22 |
comment |
Best 3D Engine? Byte56, my answer is correct for the features the question asked about. |