18,363 reputation
53684
bio website andrewrussell.net
location Brisbane, Australia
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visits member for 4 years, 3 months
seen 10 hours ago

Hi! I am Andrew Russell. I'm an indie game developer from Australia. I'm a Microsoft MVP for XNA/DirectX.

Visit my blog at AndrewRussell.net or follow me on Twitter @_AndrewRussell.

Spending too much time procrastinating on Stack Exchange? Or wish you could block the Internet for a while, but need to whitelist Stack Exchange? Check out my Kickstarter: Connect for a Reason.


My current game dev project is Stick Ninjas A 2D multiplayer platformer-shooter. I'm doing a weekly DevLog video series about it, which you can watch on YouTube.

My previous projects include:

  • ExEn, a cross-platform port of XNA that runs on iOS, Android and Silverlight
  • Light Blocks: cross-platform falling-block game to demonstrate ExEn
  • Dark: A 2D physics-platformer with fancy lighting effects (PC and Xbox 360)

2d
comment How to move vertices of matrix in order to cast a 2d shadow?
You should probably post a picture that shows what you are trying to achieve. "Affine" is a category of transformations (including things like rotation, translation), whereas "skew" is a specific type of affine transformation. See this answer for a discussion of how to create a skew matrix.
Oct
19
comment Why does GameComponent have an Initialize() method?
I'm not sure I fully understand the question. When GraphicsDeviceManager(this) runs, where this is a reference to Game, it inserts itself into the given Game.Services as both IGraphicsDeviceService and IGraphicsDeviceManager. This is how Game.Run is able to find the GDM to set up the GraphicsDevice. If you were so inclined, you could provide your own implementations of those two interfaces, and Game would work as expected. You could even skip Game all together and initialize GraphicsDevice yourself.
Oct
19
answered Why does GameComponent have an Initialize() method?
Oct
15
comment Incrase framerate in XNA
@Subsequent See this answer for how GraphicsDeviceManager works: stackoverflow.com/a/11287316/165500 (it's about resolution, but it applies to all settings, including vsync).
Oct
15
revised Something other than Vertex Welding with Texture Atlas?
deleted 1 character in body
Oct
13
comment Emit light from items
Maybe a post a mock-up screenshot that shows what kind of effect you want to achieve?
Oct
13
answered Creating a Player object in a physics engine
Oct
9
answered Use of SpriteFonts without installing on host machine
Oct
6
comment Is it bad practice to add GameComponents and DrawableGameComponents outside of the main initialization method?
There is - what I would describe as - a bug in XNA, where the initialization mode switch-over does not happen until after Initialize returns. See my edit.
Oct
6
revised Is it bad practice to add GameComponents and DrawableGameComponents outside of the main initialization method?
added 293 characters in body
Oct
5
answered Is it bad practice to add GameComponents and DrawableGameComponents outside of the main initialization method?
Sep
30
awarded  Explainer
Sep
29
answered Lidgren peer to peer
Sep
24
awarded  Autobiographer
Sep
22
comment Processing periodical operations on the database
Here's a really old question that asks almost the same thing.
Sep
17
revised Can you offset the horizontal flip in SpriteEffects XNA?
Improved code
Sep
17
comment Can you offset the horizontal flip in SpriteEffects XNA?
Also it's best to use the parameters to Draw, rather than setting a matrix on Begin, for this particular case.
Sep
17
comment Can you offset the horizontal flip in SpriteEffects XNA?
If you use a negative scale, you also need to render backfaces (use RasterizerState.CullNone), otherwise you'll see nothing.
Sep
17
revised Can you offset the horizontal flip in SpriteEffects XNA?
edited title
Sep
8
answered Persistence of Random