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seen Oct 6 at 17:51

Nov
13
comment How to avoid circular dependencies between Player and World?
+1 for questioning the need to remove the circular dependency at all. At some point, dependencies happen. Most of my core classes (often called Game or GameEngine) is nothing but a collection of every other class needed by the game loop. Often times, many of those classes have dependencies that go right back to the core class. It's not always a problem, and sometimes is necessary and even helpful.
Nov
13
comment How to avoid circular dependencies between Player and World?
+1 - This is a very good way of removing the circular dependency that currently exists.
Nov
9
answered Should I be worrying about limiting the number of textures in my game?
Nov
9
comment How do I protect my game's IP?
Which region of the world are you from? Intellectual property laws vary between locales.
Nov
8
comment Legal considerations when starting a game development team
You may try cross-posting this over at answers.onstartups.com.
Nov
7
revised More Efficient Data Structure for Large Layered Tile Map
edited tags
Nov
7
answered More Efficient Data Structure for Large Layered Tile Map
Nov
7
comment More Efficient Data Structure for Large Layered Tile Map
I plan on adding layering, so an array of byte's won't cut it Why not?
Nov
7
comment State / Screen management in Entity Component Systems
Your state/screen/scene manager has nothing to do with your components -- it resides on a completely separate layer. You can have your state/screen/scene contain your components, or they can be separate. I wouldn't bother trying to integrate them, however.
Nov
6
suggested suggested edit on How can I plot a radius of all reachable points with pathfinding for a Mob?
Nov
6
revised How can I plot a radius of all reachable points with pathfinding for a Mob?
edited tags
Nov
6
comment UI mockups to the code
BMFont does the same thing, but in my opinion is a better program. angelcode.com/products/bmfont
Nov
5
comment XNA GUI: Creating a 'scroll pane' widget
How are you going to be rendering your text?
Nov
5
answered UI mockups to the code
Nov
2
comment Faster 2D Collision detection
@VincentPiel A scene graph is no more complex than a quad tree.
Nov
1
awarded  Organizer
Nov
1
revised 3d vertex translated onto 2d viewport
edited tags
Nov
1
comment Faster 2D Collision detection
There is a very good answer in the question that @MarkusvonBroady has linked.
Oct
26
comment How do I stop stretching during window re-size in XNA?
Should someone choose to take this path, this list of wm_* constants should prove to be useful: pinvoke.net/default.aspx/Constants/WM.html
Oct
26
comment How do I stop stretching during window re-size in XNA?
Handling windows messages in .NET involves overriding System.Windows.Forms.Form.WndProc(). When working in XNA, you don't have direct access to a Form to override that method. While it is possible to do, it's not a trivial amount of work and would have to circumvent XNA's design.