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Jul
4
answered SpriteBatch.Begin() making my model not render correctly
Jul
2
comment Resources to learn XNA for a professional c# developer
Shameless self-promotion ;)
Jun
28
answered Need to combine a color, mask, and sprite layer in a shader
Jun
28
comment Need to combine a color, mask, and sprite layer in a shader
Please consider posing some images of your textures.
Jun
28
revised Need to combine a color, mask, and sprite layer in a shader
edited tags
Jun
24
comment Simple game in Android
@John Huh? Your question doesn't make sense, but I'll try to answer it anyway: Mono for Android is an implementation of C# and the .NET Framework that runs on Android. It costs $400. It runs "beside" Java - so it runs its own code natively (fast), and can call Java APIs (not as fast).
Jun
24
answered Simple game in Android
Jun
22
revised XNA Spritebatch sorting by texture vs depth
edited body
Jun
22
revised Trouble with SAT style vector projection in C#/XNA
added 60 characters in body
Jun
22
answered XNA Spritebatch sorting by texture vs depth
Jun
22
comment XNA Spritebatch sorting by texture vs depth
One reason that won't work very well is due to the way buffering commands to the GPU works.
Jun
22
revised Trouble with SAT style vector projection in C#/XNA
added 4 characters in body
Jun
22
answered Trouble with SAT style vector projection in C#/XNA
Jun
22
comment Rendering SVG art directly in XNA
@lochok Yes. There's nothing in my answer that will suddenly stop working. It's possible that a better way of doing vectors might be developed in the future - but, at time of writing, I haven't heard of anything new.
Jun
20
comment Handling hitboxes
I won't write a full answer, because really "it depends". However I think this answer stackoverflow.com/a/5459955/165500 might give you some inspiration.
Jun
20
awarded  Nice Answer
Jun
19
answered Higher Performance With Spritesheets Than With Rotating Using C# and XNA 4.0?
Jun
17
comment Positioning a sprite in XNA: Use ClientBounds or BackBuffer?
They seem to be using the term "screen coordinates" to name the coordinate system that I usually call "client coordinates". I think my terminology is more precise, but it doesn't really matter. However the documentation is (strictly speaking) incorrect where it says "back buffer". It should read "viewport". The reason for the inaccuracy is probably to simplify things for an introductory article.
Jun
17
answered Positioning a sprite in XNA: Use ClientBounds or BackBuffer?
Jun
12
awarded  Civic Duty