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bio website andrewrussell.net
location Brisbane, Australia
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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.


I am currently lead engine developer for River City Ransom: Underground.

My other game dev project - currently on hold - is Stick Ninjas, a 2D multiplayer platformer-shooter. There is 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)

Jun
24
awarded  Enlightened
Jun
24
awarded  Nice Answer
Apr
8
comment Handle a canvas in a windows form application
@Riptide This answer is for a "Windows Forms Application".
Apr
6
answered Handle a canvas in a windows form application
Mar
11
awarded  Notable Question
Mar
3
awarded  Popular Question
Feb
5
comment How to correctly enable anti aliasing in XNA?
Also note that the default for MultiSampleAntiAlias is true, and it is true for the default RasterizerState for SpriteBatch.Begin. So in most circumstances you should not need to worry about it.
Feb
5
comment How to correctly enable anti aliasing in XNA?
See this answer about when to use ApplyChanges.
Feb
5
revised How to correctly enable anti aliasing in XNA?
deleted 42 characters in body
Jan
23
comment Drawing image with an angle
@Shiro DynamicVertexBuffer and VertexBuffer should behave the same, with one exception: DynamicVertexBuffer requires that you recreate the buffer on its ContentLost event (or when IsContentLost is true, or simply recreate it every frame before use). DynamicVertexBuffer performs better if you are changing its contents regularly. (SpriteBatch, for example, is built on top of a DynamicVertexBuffer.)
Jan
22
comment Drawing image with an angle
@Shiro Nothing great. Maybe try examining the code for roundline.codeplex.com - I think that uses it.
Jan
20
comment Drawing image with an angle
@Shiro Yes. For a particle system calling Begin for each particle is going to be horrible for performance. In your particular case you probably want to use a DynamicVertexBuffer to construct exactly the data you want (a full explanation is beyond the scope of a commment).
Jan
20
answered Drawing image with an angle
Jan
11
comment XNA texture garbage collection
It's worth pointing out that ContentManager is already basically a dictionary of strings to textures (and other resources).
Jan
6
comment XNA/Monogame inverting a BoundingBox
@SethBattin The subtlety is that the possible results of an intersection test are ternary (disjoint/intersects/contains), not binary. So applying a binary not operation might not give the desired result.
Jan
5
answered XNA/Monogame inverting a BoundingBox
Jan
1
comment MonoGame SetRenderTarget is wiping the backbuffer
@James No worries. Regarding your second comment there: You have to set PreserveContents on the backbuffer to avoid the clear of the backbuffer during SetRenderTarget(null). The code you have there only avoids the clear of the render target when you call SetRenderTarget(renderTarget).
Dec
29
answered MonoGame SetRenderTarget is wiping the backbuffer
Nov
23
answered Loading content into an Winforms/XNA Editor's content project
Nov
17
awarded  Nice Answer