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Jun
29
answered Is this masters course worth taking?
Jun
28
comment How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?
There's not much point in optimizing before you even know if you have a problem. Besides, XNA's content manager won't load the same asset twice. If you try, it will just return a reference to the already loaded asset, so you really don't have to worry about dealing with loading multiples of the same texture.
Jun
28
revised How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?
added 688 characters in body
Jun
27
answered How many BasicEffects do you have in a Game? What is the best way to render multiple objects/shapes at once?
Jun
26
comment How can I go about learning to write a shader
Yeah, it can be a bit limited if you want different pieces to be different colors.
Jun
26
revised How to structure game states in an entity/component-based system
updated for clarity.
Jun
26
answered How can I go about learning to write a shader
Jun
26
revised How to structure game states in an entity/component-based system
added 187 characters in body
Jun
26
comment How to structure game states in an entity/component-based system
Updated to reflect new discoveries and your edits. Hopefully someone with more experience in building entity systems will chime in, as this isn't an area that I have a lot of experience in.
Jun
26
revised How to structure game states in an entity/component-based system
edited in response to additions to the question
Jun
26
comment How can I improve my isometric tile-picking algorithm?
It doesn't quite work out as you seem to imply; there's more to it (our calculations are quite different). I just don't have the motivation to make it any better since all my maps only render from world(0,0) on up and won't go into the negative anyway.
Jun
26
revised How can I improve my isometric tile-picking algorithm?
fixed code sample
Jun
26
answered How to structure game states in an entity/component-based system
Jun
26
comment How can I improve my isometric tile-picking algorithm?
A note for future readers: this method isn't so accurate when the tile coordinates are in the negative, but accurate (seemingly) to the pixel in the positive. Looking at knight666's answer, the red tile would be my (0,0) with the x-axis increasing down-right and the y-axis increasing up-right.
Jun
26
comment How can I improve my isometric tile-picking algorithm?
Event though I didn't think this would do anything, I gave it a shot anyway. Didn't work. :) Thanks, anyway.
Jun
26
comment How can I improve my isometric tile-picking algorithm?
Thanks. I've discovered the issue (admittedly, it came to me while I was preparing a fork of my code to attempt to implement the many changes needed to accommodate your method), but will make an attempt to implement this method for the game. Appreciate the clear explanation.
Jun
26
answered How can I improve my isometric tile-picking algorithm?
Jun
26
comment How can I improve my isometric tile-picking algorithm?
Your question here is also better asked as a separate question, as opposed to an answer to this question. :)
Jun
26
comment How can I improve my isometric tile-picking algorithm?
When working in Windows Forms, the execution model changes from procedural (games) to event-driven (windows). This means that you aren't polling the mouse location every frame. Instead, your application responds to events fired by objects. Either override an event or assign an event handler. I track my mouse inputs via event handlers on MouseMove, MouseUp, and MouseDown.
Jun
25
comment XNA texture stretching at extreme coordinates
I tried to reproduce this on my system, and while I was successful, the source threshold was a lot higher. I didn't notice any stretching until the source.y property was greater than -32,999,999. I also noticed that adjusting the scale parameter of the draw function also adjusted when the stretching was more prominent. At a scale factor of 1.0f, I had to nearly double my source.y threshold before I saw any scaling.