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Oct
8
answered How to emulate Mode 13h in a modern 3D renderer?
Oct
7
comment How do I calculate the boundary of the game window after transforming the view?
I should add that no matter what the zoom level, the top-left corner of the camera's bounds (the blue box) is (0,0).
Oct
6
comment How to emulate Mode 13h in a modern 3D renderer?
I'm not really familiar with how Mode 13h is used. Are you manipulating individual pixels?
Oct
6
asked How do I calculate the boundary of the game window after transforming the view?
Oct
3
comment Entity System and rendering
I should probably note that I don't really know if this is even close to what people are calling an entity-component system. In my attempt to implement a composition-based design, I found myself falling into this pattern.
Oct
3
answered Entity System and rendering
Sep
29
awarded  Quorum
Sep
21
answered Possible to draw a select portion of a render target? (in XNA)
Sep
21
comment How do I create a fire sphere (fireball) in opengl? (opengl Visual C++)
+1 for keeping it simple.
Sep
21
accepted How do I drag my widgets without dragging other widgets?
Sep
21
answered Can I name a team with the name of their city to avoid trademark issues?
Sep
21
comment Facilitating XNA game deployments for non programmers
@Sal Also, I found it was a lot easier to just include the bin/* directories in the repository, and have the designers/artists/qa to just check out the bin folder so they can run the latest and greatest. By doing that, they get all the dependencies, textures, audio, etc. all together. Then each day all they had to do was svn update on their working directory and they were up to speed.
Sep
21
comment Facilitating XNA game deployments for non programmers
@Sal By default, Visual Studio creates two build profiles: Debug and Release. You can swap between the two from Build->Configuration Manager. By default, the Debug build has the DEBUG compilation symbol is defined, which means you can wrap your non-release code with #if ( DEBUG ) doStuffIWouldntDoInRelease(); #elif theActualReleaseCode(); #endif.
Sep
21
comment Sprite batching seems slow
Have you tried profiling your code to see where it is actually taking up the time? If not, check this out: stackoverflow.com/questions/67554/…
Sep
21
comment Setting Krypton Light to Screen Pixels
by enabling "SpriteBatch" mode on Krypton by doing this: KryptonEngine.SpriteBatchCompatablityEnabled = true; ?
Sep
20
comment Bullet pattern isn't behaving as expected
Even if I set the size to 10000, it never gets past 500. Can you post the code that creates and destroys bullets, including the methods that activate/inactivate.
Sep
20
comment Bullet pattern isn't behaving as expected
Even if I set the size to 10000, it never gets past 500. Sounds like you have some kind of limiting effect somewhere. Try toggling Game.IsFixedTimestep. Does that cap change?
Sep
20
comment Game Server on Windows Azure
@fableal, Well you're right. It's not required. However, it often helps with complex applications. Especially when your target platforms are so different. And really... MonoDevelop != Visual Studio.
Sep
20
revised Game Server on Windows Azure
added 318 characters in body
Sep
20
answered Game Server on Windows Azure