| bio | website | |
|---|---|---|
| location | ||
| age | 29 | |
| visits | member for | 2 years, 7 months |
| seen | 19 hours ago | |
| stats | profile views | 10 |
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19h |
comment |
Design pattern on class level, how to do separation of concerns through mvc or alike? (I know I'm 2 years late) After reading your answer, I decided to have a single class with all the properties, but make it so the "UI" members (graphics, sounds, etc.) will be populated by a helper outside the class itself. This way, if the engine starts without the graphical client, the only "cost" will be the cost of null references. |
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Jan 24 |
comment |
Rendering a lot of Models at once with XNA Worked like a charm! I now get the same lag with 250x250 that I use to get with 25x25 so it's 100 times faster. I just did a proof of concept the dirty way and I know I can optimize my code to get it like... over 9000 times faster!!! |
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Jan 24 |
accepted | Rendering a lot of Models at once with XNA |
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Jan 22 |
comment |
Rendering a lot of Models at once with XNA It's not a bad idea. At some point, the tiles will be moving up and down so it would make the thing a bit more complicated, especially since I've never experimented with dynamically creating models (which I'll do at some point). I'll try to implement @ClassicThunder's solution this week because even if I change the way I'm rendering tiles one day, I'll need to use what he pointed me to at some point for the units and other map components. |
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Jan 21 |
awarded | Commentator |
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Jan 21 |
comment |
Rendering a lot of Models at once with XNA I do believe it's exactly what I was looking for! I'll let you know once it's tested :-) |
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Jan 21 |
asked | Rendering a lot of Models at once with XNA |
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Dec 16 |
comment |
Can't change the textures of a .FBX or an .X exported from 3dsmax Thanks!!! I still have a lot of work to do before I can call myself anything else than "atrociously bad", but this really helped me out! |
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Dec 16 |
accepted | Can't change the textures of a .FBX or an .X exported from 3dsmax |
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Dec 15 |
comment |
Can't change the textures of a .FBX or an .X exported from 3dsmax Here is a link to the model I made : mediafire.com/?13gz8570miwwa41 |
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Dec 13 |
asked | Can't change the textures of a .FBX or an .X exported from 3dsmax |
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Dec 5 |
accepted | A pattern for a contextual InputState in a Game State Management architecture |
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Dec 5 |
comment |
A pattern for a contextual InputState in a Game State Management architecture I ended up doing mostly what is suggested in this answer, the inheritance and such, but not the event driven part. My ScreenManager creates and update the common InputState which is then passed around the different screens. The different context (group of screens) each have their own [Specific]InputState which points to the common InputState. Thanks for your input, it's much appreciated. |
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Dec 4 |
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A pattern for a contextual InputState in a Game State Management architecture Using this method, in "MenuInput" (or any other) I would see the context specific methods, but I'll also see some generic methods that I might not need. I think I'll do something similar to this, but the ContextualInput will define methods with the "Protected" keyword, and [Specific]Input will use these method in public context specific methods. |
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Dec 4 |
asked | A pattern for a contextual InputState in a Game State Management architecture |
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Aug 5 |
awarded | Scholar |
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Aug 5 |
comment |
How should the actual game interface with the menu system I've proceeded with something completely different after reading TCD & 3nixios comment, but your point 1 is the way I would do it if I needed a real "state change" for whatever reasons. I know I will later on, but I'm not there yet! Thanks. |
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Aug 5 |
accepted | How should the actual game interface with the menu system |
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Jul 10 |
comment |
XNA, SpriteBatch: Slow when rendering lots of sprites? I'm no god, and I sure have no authority, but I just don't understand the need for some folks to troll other people who give some good advice... Now, @Hobo: Earlier I was working on an HUD menu system and I was about to add a SpriteBatch to the class and I told myself "Do I really want each and every component to have his own sprite batch with .start and .end.. not really!" :-D |
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Jul 8 |
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How should the actual game interface with the menu system I found this (channel9.msdn.com/coding4fun/blog/…) and I plan to look into this, it might be what I wanted. |