130 reputation
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age 25
visits member for 1 year, 9 months
seen May 2 at 12:44

Jan
12
awarded  Citizen Patrol
Jan
23
accepted XNA 3D custom shader/effect gives shakey rendering in the distance
Jan
23
answered XNA 3D custom shader/effect gives shakey rendering in the distance
Jan
22
revised XNA 3D custom shader/effect gives shakey rendering in the distance
edited title
Jan
21
awarded  Editor
Jan
21
revised XNA 3D custom shader/effect gives shakey rendering in the distance
added 289 characters in body
Jan
20
asked XNA 3D custom shader/effect gives shakey rendering in the distance
Oct
16
accepted XNA move from start position to target position exactly in 3D
Oct
14
comment XNA move from start position to target position exactly in 3D
Yes but if I use linear interpolation how do I ensure the character reaches the exact target location? Ie: if I move in the direction of the target location on each update how do you end on the exact target location if the speed you are travelling * the elapsed time overshoots the target location?
Oct
14
asked XNA move from start position to target position exactly in 3D
Oct
9
awarded  Scholar
Oct
9
awarded  Supporter
Oct
9
accepted XNA GameTime TotalGameTime slower than real time
Oct
8
comment XNA GameTime TotalGameTime slower than real time
I can't find a property of stopwatch that is IsRunningFast? It is the stopwatch that appears to be real time and the GameTime is slower than real time. The reason I'm not using the same method in the game and on the server is because I thought that the GameTime was essentially the real time? If I use a stopwatch on the client as well - would the stop watch count the same time regardless of performance on different machines? IE: would 3 different players on different spec machines all match the server stop watch?
Oct
8
awarded  Student
Oct
8
asked XNA GameTime TotalGameTime slower than real time