17,468 reputation
43579
bio website andrewrussell.net
location Brisbane, Australia
age
visits member for 3 years, 9 months
seen 16 hours ago

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.

Spending too much time procrastinating on Stack Exchange? Or wish you could block the Internet for a while, but need to whitelist Stack Exchange? Check out my Kickstarter: Connect for a Reason.


My current game dev 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)

Feb
19
comment Player Movement Systems
Hah, good point. I was having trouble coming up with a word that meant "moving with limbs, joints, muscles, etc".
Feb
19
answered Player Movement Systems
Feb
19
comment Player Movement Systems
@Byte56 Uh... can we reopen this? I was just about to post a serious answer... (edit: kthx)
Feb
18
revised Scale adaption based on distance to object
added 1 characters in body
Feb
18
answered Scale adaption based on distance to object
Feb
12
awarded  xna
Feb
12
comment Dealing with angles in 3D
It's a good rule of thumb that, if you are using trigonometric functions (sin, cos, tan, atan2, etc), you are probably doing something wrong. If you are passing the output of atan2 directly into sin or cos (converting to an angle and back), then you are definitely doing something wrong. In both 2D and 3D games you should prefer linear algebra approaches, as per Steve H's answer.
Feb
11
comment Random movement of enemy
More details? What does your code look like at the moment? Can you make it move non-randomly?
Feb
11
revised How can I port an XNA game to iOS and Android?
added 52 characters in body
Feb
11
answered How can I port an XNA game to iOS and Android?
Feb
11
comment How can I port an XNA game to iOS and Android?
MonoGame runs on top of Xamarin's Mono for iOS product. You need both. Mono for iOS is pretty solid. MonoGame is kinda buggy.
Feb
8
awarded  Announcer
Jan
23
comment How can I track both current and maximum values for a given statistic?
Ah, I did miss where Arthur had written "pseudo code". However this is still very close to a C++ implementation. There's a few things here that aren't idiomatic C#, and a few things that are flat-out wrong for C#.
Jan
23
answered How can I track both current and maximum values for a given statistic?
Jan
23
comment How can I track both current and maximum values for a given statistic?
Note that the question is tagged C#, and this is C++ code.
Jan
13
comment A Sensor’s ContactList Keeps Old / Ignores New Contacts, When That Contact Is still
You're welcome :)
Jan
13
revised A Sensor’s ContactList Keeps Old / Ignores New Contacts, When That Contact Is still
added 1 characters in body
Jan
11
comment A Sensor’s ContactList Keeps Old / Ignores New Contacts, When That Contact Is still
Is the other body asleep?
Jan
7
comment Update Camera manually after Camera's target updates, bypassing the game loop. Is this a good or bad practice?
That seems very fragile and seems to "hide" which way the camera is being updated. How you eventually do it will be specific to your code, but I highly recommend giving Camera only a single Update method that is always called. Then make a decision whether Player should push data/commands to Camera, or your main Update method should fetch and feed the appropriate data into Camera (my default recommendation), or your Camera should pull data from its assigned target. (See also.) Probably give Player a GetCameraTarget method.
Jan
7
answered Update Camera manually after Camera's target updates, bypassing the game loop. Is this a good or bad practice?