| bio | website | andrewrussell.net |
|---|---|---|
| location | Brisbane, Australia | |
| age | ||
| visits | member for | 2 years, 10 months |
| seen | 2 days ago | |
| stats | profile views | 1,260 |
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.
My current 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)
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Apr 8 |
revised |
How do I prevent XNA from pausing Updates while the window is being resized/moved? Added code for reflection |
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Apr 7 |
comment |
What are the cons of using DrawableGameComponent for every instance of a game object? Thanks :) I'm not completely happy with my answer, two years on - I wish I'd more directly addressed the difference between "managers" and "units". But my overall point is sound: the API is designed for making drag-and-drop style components. So both approaches are ok and can be mixed - when you write components in that context... However, a lot of people advocating "managers" are simply running into the limitations of the API, and suggesting managers as a work-around - missing the fact that you don't have to use the API at all! It fills a need they don't actually have! |
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Apr 6 |
comment |
Is C++ necessary to learn if I ever want to get a job in the game industry? I feel like this post is important reading for this question. |
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Apr 6 |
comment |
What are the cons of using DrawableGameComponent for every instance of a game object? I'm curious as to why, two years later, you've removed the "accepted" mark from my answer? Normally I wouldn't really care - but in this case it causes VeraShackle's infuriating misrepresentation of my answer to bubble to the top :( |
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Apr 3 |
awarded | Nice Answer |
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Mar 31 |
comment |
XNA Disable Mip-Mapping for good (There may be a way to do it at runtime - but I'm not sure - I would have thought that MaxMipLevel would have worked. But I've never played with that.) |
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Mar 31 |
comment |
XNA Disable Mip-Mapping for good @childonline Not sure, off the top of my head. If it's not an option for the default content importer, you may need to write a content pipeline extension. Or maybe try doing this without a .x model? (Set up the vertices by hand and load the texture independently.) |
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Mar 31 |
comment |
XNA Disable Mip-Mapping for good Turn off mipmap generation for your texture? |
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Mar 31 |
answered | Is C++ necessary to learn if I ever want to get a job in the game industry? |
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Mar 26 |
comment |
How do I prevent XNA from pausing Updates while the window is being resized/moved? Fair question. It's explicitly encouraged. The question UI even has an "Answer your own question" box. Originally I was going to make it an answer to this question, but that would just be an edit of an old answer, and my solution doesn't solve part of that question. This way it gets better visibility (being new and being XNA on GDSE instead of SO). And the info is a better fit for here, rather than my blog. |
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Mar 23 |
accepted | How do I prevent XNA from pausing Updates while the window is being resized/moved? |
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Mar 20 |
awarded | Self-Learner |
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Mar 20 |
comment |
How do I stop stretching during window re-size in XNA? This question/answer pair might be helpful. It tells you how to continue rendering (although it doesn't fix stretching). |
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Mar 20 |
asked | How do I prevent XNA from pausing Updates while the window is being resized/moved? |
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Mar 20 |
answered | How do I prevent XNA from pausing Updates while the window is being resized/moved? |
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Mar 17 |
answered | Draw 60,000 cubic with DrawUserPrimitives on xna with only 20 fps-buffer problem? |
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Mar 17 |
comment |
Should the networking of my game be a component or a service? My recommendation is to attempt to write your code using neither of these. IServiceProvider is for something that you don't need. And GameComponent just obfuscates your code flow and makes it harder to craft a nice actor interface (which, in your case will probably need custom Serialize and Deserialize methods for network replication). |
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Mar 11 |
comment |
Packaging XNA game studio with project Most unusual. Perhaps a bad XNA Game Studio install? |
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Mar 11 |
answered | XNA 4 Content Pipeline dependency |
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Mar 11 |
answered | Packaging XNA game studio with project |