14,450 reputation
32970
bio website andrewrussell.net
location Brisbane, Australia
age
visits member for 2 years, 10 months
seen 11 hours 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)

Sep
7
comment Scripting and Cinematics without Threading
I think you're right, ojrac. Although I do think the explanation of yield is pretty simple: "Put yield return in front of any function you want the script to wait to finish before continuing." You can still hide the rest of the magic in your script manager and in functions like walk_to.
Sep
6
answered What technology is best for building my first game
Sep
6
comment Are square or hex grids better for pathfinding?
Methinks you should use whatever suits your gameplay ;)
Sep
5
comment Available Small Open Source Game Engines for tutorial
Just so you know, there are pure C# solutions to that problem: stackoverflow.com/questions/1353456/… (the C# compiler is part of the runtime).
Sep
5
answered Vertex Shader Fundamental Workings
Sep
5
comment Available Small Open Source Game Engines for tutorial
Just out of interest, why do you need a scripting engine? C# itself already solves almost all of the problems a scripting engine is used to solve. And XNA is already a "very small game engine" that can load models.
Sep
5
comment Scripting and Cinematics without Threading
@ojrac: I don't know about Lua, but if you're using Nick Gravelyn's C# method you could return a delegate (or an object containing one) that holds the conditional for your script manager to check (Nick's code just returns a time which is implicitly a conditional). You could even have the latent functions themselves return the delegate, so you could write: yield return walk_to(); in your script.
Sep
4
comment Scripting and Cinematics without Threading
Nice catch, Tetrad ;)
Sep
4
answered Scripting and Cinematics without Threading
Sep
2
answered Silverlight 3d api
Aug
31
comment How do I get started making Android games?
@Ricket or we could do it for him :)
Aug
31
revised How do I get started making Android games?
edited title
Aug
30
answered About floating point precision and why do we still use it
Aug
26
answered Premultiplied alpha, yea or nay?
Aug
23
comment Which SceneGraph is optimal to begin with for small game programming?
No. XNA is a bit lower level than that. You would have to write your own.
Aug
23
revised Which SceneGraph is optimal to begin with for small game programming?
added 11 characters in body
Aug
23
answered Which SceneGraph is optimal to begin with for small game programming?
Aug
20
comment Feasibility of an XNA game on PC
@speeder It's worth pointing out that the ClickOnce features were new in XNA 3.0, see this post here: blogs.msdn.com/b/astebner/archive/2008/09/18/8957968.aspx There are workarounds for 2.0 - although I think the easiest might be to upgrade from XNA 2.0 to 3.1.
Aug
19
awarded  Nice Answer
Aug
17
answered What are some cool examples of procedural pixel shader effects?