17,468 reputation
43578
bio website andrewrussell.net
location Brisbane, Australia
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visits member for 3 years, 9 months
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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.

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)

Mar
13
revised Cubic bezier for easing?
added 48 characters in body
Mar
13
comment Cubic bezier for easing?
Yep - just understood what you meant just as you commented. That's a bucket sort, not a hash table. Still - probably not the most efficient choice for something like tweening.
Mar
13
comment Cubic bezier for easing?
Actually, if you're willing to do a binary search, and you can figure out if the curve is a function (possibly numerically or by constraining the inputs), then you don't even need the lookup table. You can do a binary search on B(t).X itself, and save yourself the lookup table (it's probably faster).
Mar
13
comment Cubic bezier for easing?
A binary search is probably overkill for tweening. A numerically-precalculated 1D lookup table with fixed spacing on the X axis is probably a better approach. (Not sure how a hash is applicable here.)
Mar
12
comment C# XNA - How to create a menu with bools and textures?
@Charlie Use switch(selectedMenuItem) { ... } where you need to. But try and use maths like new Vector2(xOffset, yOffset + (int)selectedMenuItem * lineHeight) where possible. (Obviously these go with something like enum MenuItem { ... } and MenuItem selectedMenuItem;.)
Mar
11
comment C# XNA - How to create a menu with bools and textures?
I'd rather not - this is a Q&A site, not a "write my code for me" site, after all. The code is fairly trivial, though, so why don't you give it a go? If you have any trouble, feel free to ask a new question.
Mar
11
answered C# XNA - How to create a menu with bools and textures?
Mar
7
answered How to correctly handle multiple Songs in XNA?
Mar
2
reviewed Reject suggested edit on Planet gravity?
Feb
27
comment Unity working on wall jump
To get even passable platforming behaviour, you have to heavily customise/override the behaviour of any typical rigid-body physics engine. Although you don't have to necessarily ditch it entirely. Walking is not the same thing as boxes, etc, sliding and bouncing around.
Feb
26
awarded  Announcer
Feb
20
comment Player Movement Systems
I answered over in that thread. But basically it's as simple as BodyFactory.CreatePolygon(world, myShape, 1f);. For the player, I just specify the list of vertices in code (there's only four).
Feb
20
answered XNA Textures dissappear when game window is resized
Feb
20
comment XNA Textures dissappear when game window is resized
What does your TextureFromFile method do? Also, my SO answer that you linked does seem to exactly describe the problem you are having. Did you try implementing "Option 3" from that answer? Can you show the code you used?
Feb
20
comment XNA Textures dissappear when game window is resized
Are you using Random correctly? See this answer.
Feb
20
comment XNA Textures dissappear when game window is resized
Why are you calling Thread.Sleep?
Feb
19
comment Player Movement Systems
Hah, good point. I was having trouble coming up with a word that meant "moving with limbs, joints, muscles, etc".
Feb
19
answered Player Movement Systems
Feb
19
comment Player Movement Systems
@Byte56 Uh... can we reopen this? I was just about to post a serious answer... (edit: kthx)
Feb
18
revised Scale adaption based on distance to object
added 1 characters in body