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seen Dec 6 at 1:26

Nov
25
awarded  Yearling
Nov
22
comment HLSL postprocessing for day to night (DTN)
going to need screenshots of what it starts with, what it currently does, and if you're able, a modified version of exactly what the image is supposed to achieve.
Jul
19
comment Voxel Face Crawling (Mesh simplification, possibly using greedy)
I'll have to find the article I read that quoted 400-500 as a limit. A quick google didn't help me.
Jul
19
comment How can efficiently I edit my 2D tile-based maps?
Your idea of the image is one that pops up often, and is useful, because if you do it right, you've instantly got the map for your game already coded! The catch is, that if you're writing pixel data with RGB values, then essentally all you're doing is saving a 6 digit hex number instead of a single "Index" number as you've been finding. The principle is identical, with many of the same hurdles. Both are useful. Most maps for 2D games are going to be one or more layers of ID numbers as you've found. You can shrink them using compression such as Run-length encoding or LZH or anything else.
Jul
6
comment Voxel Face Crawling (Mesh simplification, possibly using greedy)
Ah, sorry, I meant to say per frame, not per second. You're getting close to an upper limit there, and if you're only on terrain, you've pretty much run out.
Jul
6
answered Voxel Face Crawling (Mesh simplification, possibly using greedy)
May
17
comment How should I setup my minecraft-like world rendering for the best performance?
You would only need to update the index buffer if you are updating the block. When the block changes, update the Vertex and Index buffer, send it to the card, then forget it until one of those two blocks (or ideally, any block in that chunk) is updated again.
May
11
comment XNA spritebatch.Draw: Which part gets colored by the color parameter?
This is right. Trying to colour transparency is the problem. No matter what colour you make it, it's going to be invisible.
Apr
30
comment Why spritebatch.Draw shows blank output?
msdn.microsoft.com/en-us/library/… has the answer as to what the difference is. Essentially ClientBounds.X is in screen space, not window.
Apr
30
answered 2D Scrolling Background on XNA
Apr
28
awarded  Citizen Patrol
Apr
28
comment XNA Camera Positioning All Wrong
Screenshots? Also, have you got a projection matrix set up with CreatePerspectiveFieldOfView(...) This needs to be set when you adjust the camera too.
Apr
28
comment How to add a feel of depth?
It's just as supported in XNA as it is in Monogame... And I also recommend parallax scrolling.
Apr
10
comment How to remove floating terrain when generated with 3D Perlin Noise?
@Loren: That's perfectly fine though. As long as the engine lets you address chunks by full index, it would work with no issue.
Apr
8
comment How can I efficiently store Vertex data in C#/XNA?
11mil cubes is 90mil vertexes, which at 16 bytes each is your 1.2GB amount. If you remove occluded vertices, or combine faces, you drop this figure gigantically. In a perfect, fully filled block, you would only ever need 8 vertices, or 128bytes.
Mar
25
comment Incorrect colour blending when using a pixel shader with XNA
It sounds like a classic issue of not using (or using when you shouldn't) pre multiplied alpha values.
Mar
25
comment How do I create a 3rd person camera?
This first link riemers.net/eng/Tutorials/XNA/Csharp/Series2/Quaternions.php gets a camera behind an object and follows it. This second link riemers.net/eng/Tutorials/XNA/Csharp/Series2/Camera_delay.php makes it smoothy follow it.
Mar
21
awarded  Analytical
Jan
17
comment Protecting XNA Assets
You've hit the only real answer yourself. Write a content importer and change the info you're saving.
Jan
16
comment Cast ray to select block in voxel game
Wouldn't work, with an angled forward vector it would be very possible to have a point before one part of a block, and the subsequent point after, missing the block. The only solution with this would be to reduce the size of the increment, but you'd have to get it so small as to make other algorithms far more effective.