261 reputation
111
bio website
location United Kingdom
age 24
visits member for 2 years, 2 months
seen Oct 8 at 3:22

Hobbyist programmer and game developer. Mainly working with C#/XNA with plans to learn C++ in the future.


Sep
24
awarded  Autobiographer
Jul
2
awarded  Curious
Jan
31
comment XNA: Auto-populate content within the content project based on current folder/file structure and content management for large games
Yeah I was able to fix them, to counter the compilation thing, I've edited the updater to only actually overwrite if there are any changes. As far as I know the content pipeline will only recompile changed content. Another issue that I can't see a work around to though, is that deleting content outside of VS will cause the code to be unbuildable (missing asset error), so it doesn't even get the chance to run any pre-build macros to fixup the content project. :(
Jan
30
answered Quaternion Lerp never reaches target
Jan
29
comment XNA: Auto-populate content within the content project based on current folder/file structure and content management for large games
Is there a reason the updater doesn't compile .mp3's or why it ignores .wav's completely?
Jan
27
comment XNA blurring moving images
Then you need to massively increase the scale of your positioning system. Positions should be 0 -> 1000 (roughly) rather than 0 -> 0.01f! A good place to start is +/- 1 unit per frame for movement and adjust from there.
Jan
27
comment XNA blurring moving images
That is the problem then! I've not worked with 3d so I don't know what to suggest.
Jan
27
comment XNA blurring moving images
Are model.Position.X (and Y) representing pixel coordinates or some kind of game world coordinates? Perhaps your model's position is being changed with very small values (value < 1) over time (time > 1sec).
Jan
26
comment XNA blurring moving images
That shouldn't be happening. Please will you edit your question to include how you store and set your object's position and how you trying to draw it.
Jan
26
revised XNA blurring moving images
added 498 characters in body
Jan
26
answered XNA blurring moving images
Jan
19
answered Rotate around the centre of the screen
Jan
18
comment XNA 2D Camera, zoom into player
You shouldn't create duplicate questions. (stackoverflow.com/questions/21203343/…). If you don't get an answer in one stackexchange site, you should delete it before asking the exact same thing on a different stackexchange site!
Jan
16
asked GameTime Replacement / Wrapper for Pausing , Slow-mo and 'Fast-mo'
Jan
13
awarded  Benefactor
Jan
13
accepted Scaling textures with nearest neighbour without having to use seperate sprite batches
Jan
11
comment Scaling textures with nearest neighbour without having to use seperate sprite batches
Yeah, I feel like if you were in a position where you needed to alternative massively each frame it would be better just to pre-expand these images as extra files you ship with your game.
Jan
10
comment Scaling textures with nearest neighbour without having to use seperate sprite batches
I haven't marked this as the answer because, whilst I appreciate the insight, it hasn't really answered my question, specifically: "without having to use separate sprite batches". If no one else responds though, I'll make sure you get the bounty.
Jan
8
accepted Update Camera manually after Camera's target updates, bypassing the game loop. Is this a good or bad practice?
Jan
7
comment Update Camera manually after Camera's target updates, bypassing the game loop. Is this a good or bad practice?
Well, the idea behind my solution was that both the player and the game loop can update the camera. The game loop will always attempt to update the camera, but if the player has already called for the update in that frame, then the game loop call does nothing.