18,737 reputation
53687
bio website andrewrussell.net
location Brisbane, Australia
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visits member for 4 years, 6 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.


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
9
revised Loading class instance from XML with Texture2D
Renamed question
Jun
9
answered How do I draw shape distortion with a Texture2D in XNA?
Jun
8
awarded  Caucus
May
31
awarded  Enlightened
May
31
awarded  Nice Answer
May
3
awarded  Great Question
Apr
6
awarded  Announcer
Apr
6
awarded  Nice Answer
Mar
8
revised Is the viewport meant to be an absolute representation of where the underlying device is drawing?
edited body
Mar
8
revised Is the viewport meant to be an absolute representation of where the underlying device is drawing?
added 1 characters in body
Mar
8
answered Is the viewport meant to be an absolute representation of where the underlying device is drawing?
Mar
7
comment Why are there lines in between my tiles?
There was just recently a question on a similar topic that may be worth reading too.
Mar
7
reviewed Approve Why are there lines in between my tiles?
Mar
2
comment What's the best head-bob formula?
Snarky answer: One that I can turn off ;)
Mar
2
comment XNA GameServices vs. public static
Take a look at this answer and this answer.
Mar
1
comment Questions about dynamic loading and unloading of assets and game state
The only issue is that you can'd unload from the default ContentManager without unloading everything it has loaded. You need multiple managers, or to customise it.
Mar
1
comment Questions about dynamic loading and unloading of assets and game state
Not a direct answer to your question, but XNA's ContentManager class is not itself thread-safe. But you can have multiple content managers on multiple threads. And you can load on a background thread while your game is running. You can inherit from ContentManager and override its methods to implement your own lifetime policies for things that it loads.
Mar
1
comment Can I use SpriteBatch when drawing sprites on a rotating 3D plane
I fixed up your question to mention that you're rotating the 2D plane of sprites - as per the video, rather than rotating individual sprites.
Mar
1
comment Can I use SpriteBatch when drawing sprites on a rotating 3D plane
@ClassicThunder Actually, you can. That reference Superbest linked describes 2D affine transformation matrices. XNA's matrices are 4x4 matrices and should be able to perform tapering operations. (You should be able to cancel out the built-in ortho matrix completely - see my answer. But I'll leave the maths for someone else ;)
Mar
1
revised Can I use SpriteBatch when drawing sprites on a rotating 3D plane
Modified title and question to better explain the video.