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seen Jan 13 at 16:45

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awarded  Notable Question
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awarded  Nice Question
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awarded  Yearling
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Jun
7
comment Game state management techniques?
Yes, I imagine there's a line between going all-out with states and just using a bool/enums when appropriate. But knowing my pedantic tendencies, I'm probably going to end up making almost every state its own class.
Jun
7
comment Game state management techniques?
This is really great, thank you. A key point you made was in your latest comment: "using a FSM does not need to be a hassle." I had erroneously imagined that using a FSM would involve using switch statements, which isn't necessarily true. Another key confirmation is that each state needs a reference to the game engine; I wondered how this would work otherwise.
Jun
7
accepted Game state management techniques?
Jun
6
asked Game state management techniques?
Apr
25
answered openGL book recommendation
Jan
4
comment Obtaining a world point from a screen point with an orthographic projection
I should add that the camera I'm using works perfectly well for the purposes of drawing. The rotation, panning and zooming works exactly as expected. I'm using SpriteBatch with a custom BasicEffect parameter and setting the BasicEffect's View and Projection matrices to the corresponding camera transforms.
Jan
4
asked Obtaining a world point from a screen point with an orthographic projection
Jan
1
asked Why / how does XNA's right-handed coordinate system effect anything if you can specify near/far Z values?
Nov
14
awarded  Scholar
Nov
14
accepted Alternatives to Singletons / globals
Nov
13
asked Alternatives to Singletons / globals