| 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)
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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. |
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Sep 6 |
answered | What technology is best for building my first game |
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Sep 6 |
comment |
Are square or hex grids better for pathfinding? Methinks you should use whatever suits your gameplay ;) |
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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). |
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Sep 5 |
answered | Vertex Shader Fundamental Workings |
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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. |
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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. |
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Sep 4 |
comment |
Scripting and Cinematics without Threading Nice catch, Tetrad ;) |
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Sep 4 |
answered | Scripting and Cinematics without Threading |
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Sep 2 |
answered | Silverlight 3d api |
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Aug 31 |
comment |
How do I get started making Android games? @Ricket or we could do it for him :) |
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Aug 31 |
revised |
How do I get started making Android games? edited title |
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Aug 30 |
answered | About floating point precision and why do we still use it |
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Aug 26 |
answered | Premultiplied alpha, yea or nay? |
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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. |
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Aug 23 |
revised |
Which SceneGraph is optimal to begin with for small game programming? added 11 characters in body |
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Aug 23 |
answered | Which SceneGraph is optimal to begin with for small game programming? |
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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. |
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Aug 19 |
awarded | Nice Answer |
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Aug 17 |
answered | What are some cool examples of procedural pixel shader effects? |