4,382 reputation
937
bio website
location Minnesota
age 31
visits member for 1 year, 8 months
seen 2 hours ago

I work in php and I play in C#

My picture's source: http://www.youtube.com/watch?v=x95-MROEFgk


2h
reviewed Leave Open InvalidOperationException when using C# DLLs with Unity3D
2h
reviewed Leave Open Should the networking of my game be a component or a service?
2h
reviewed Close Images out of “sync”
2h
reviewed Close Incorrect click event when resize on libGdx
2h
reviewed Close farseer physics xbox samples not working
2h
reviewed Close How to add a nice looking muzzle flash to the tip of my guns
9h
comment How to use camera transformation without depending on (1,-1) scale during spriteBatch.draw()
It would be really tough to offer a complete, pre-packaged replacement for spritebatch. It's probably the most featureful part of the whole framework, given all the different functions it provides, often in an almost auto-magical way. That said, drawing quads really is easy; generate triangles with position and texture coordinates, then DrawUserPrimitives(). I can't vouch for this particular example, but its description seems to fit your needs: xbox.create.msdn.com/en-US/education/catalog/sample/… I would recommend perusing the shader basics tutorials as well. Good luck.
14h
comment How to use camera transformation without depending on (1,-1) scale during spriteBatch.draw()
Tough to say. Can't have your cake and spritebatch it too.
15h
revised How to use camera transformation without depending on (1,-1) scale during spriteBatch.draw()
extra answer
15h
answered How to use camera transformation without depending on (1,-1) scale during spriteBatch.draw()
18h
reviewed Reject suggested edit on Why don't game developers release their source code?
1d
reviewed Close Collision detection with multiple polygons simultaneously
1d
reviewed Close Render scene twice in OpenGL, overlay second render with tranparency
1d
comment Render scene twice in OpenGL, overlay second render with tranparency
I'm voting to close as unclear because there's no good measure for what would be a good solution. Your goal is reasonable, but there isn't going to be a "best" way to do it. You said you would just code it, and that sounds like the best way to tackle this problem. Don't worry about your solution being imperfect.
1d
reviewed Leave Open Multiple collisions with single texture in XNA
2d
answered Store custom data against XboxLIVE Gamer in XNA?
2d
reviewed Close Collision Detection on floor tiles Isometric game
2d
reviewed Close Do Java and Actionscript use OpenGL?
2d
comment How do I limit the number of tiles being rendered?
@user2957632 It's impossible to say what optimizations you can do, because we know know nothing about how you render your tiles. There is no reason you can't display a grid of 50x50 quads on screen, and loading data from a file (one time) is perfectly fine. The problem lays entirely in how you draw your grid. Unfortunately, a guide to transform your current method into an efficient one is outside the scope of this site. I would recommend visit chat, or possibly another forum that permits code reviews.
Apr
13
reviewed Reviewed How can I snap a game object's position to a grid?