| bio | website | andrewrussell.net |
|---|---|---|
| location | Brisbane, Australia | |
| age | ||
| visits | member for | 2 years, 10 months |
| seen | 17 hours ago | |
| stats | profile views | 1,262 |
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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Mar 11 |
answered | XNA 4 Content Pipeline dependency |
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Mar 11 |
answered | Packaging XNA game studio with project |
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Mar 8 |
comment |
synchronizing view state between nodes in a rendering cluster Not sure what to add, at this stage. Perhaps you can make a prototype app that displays a predefined animated scene based on real time (just a simple clock would work), without having to do the complicated network state stuff, to see if NTP will work for you. |
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Mar 6 |
comment |
Change opacity of a texture in XNA 4.0 Just adding EnableDefaultLighting() should get some lighting working, so you can test with it. It seems to work correctly with Alpha. Perhaps there's a problem with your model's normals? |
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Mar 6 |
awarded | Announcer |
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Mar 6 |
answered | Change opacity of a texture in XNA 4.0 |
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Mar 6 |
comment |
Custom XNA installer Personally I'd just ask this question the first time the game is run, just because it's easier. Heck, I'd be tempted to make this default to "on" (almost everyone does) if all you're collecting is anonymous analytics, have some kind of privacy policy, and have an option to disable it. Minecraft is a pretty reasonable example of this. |
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Mar 5 |
revised |
SpriteBatch.Draw with scale or rotation trigger a new batch? Minor correction. |
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Mar 5 |
answered | Grouped enemy movement out of sync after changing directions |
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Mar 5 |
answered | synchronizing view state between nodes in a rendering cluster |
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Mar 1 |
comment |
Expensive operations and threading in XNA games I think it's some kind of win32 thing - something about per-thread message queues. I'm not 100% sure about the details. But it is specifically called out in this presentation by original XNA lead Shawn Hargreaves. |
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Mar 1 |
comment |
Expensive operations and threading in XNA games @user1306322 I'm not sure I mentioned it in one of your other questions about input. But in XNA you need to be polling for input on the main thread only, you can't have an "input update thread"! |
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Mar 1 |
answered | Farseer Physics: How to create shape from Verticies? |
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Feb 25 |
comment |
Unlocking XNA game update rate and preventing unnecessary Draw calls and heavy logic Updates Certainly time = time % frameRate should be time = time - frameRate, but that doesn't actually solve the problem in the OP. |
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Feb 25 |
comment |
Unlocking XNA game update rate and preventing unnecessary Draw calls and heavy logic Updates This answer on SO gives some more details about what's going on. Dadoo Games has posted the correct answer here. |
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Feb 25 |
comment |
Unlocking XNA game update rate and preventing unnecessary Draw calls and heavy logic Updates It's worth pointing out, for the sake of completeness, that input must be done on the main thread. |
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Feb 25 |
reviewed | Looks Good Problem Loading sound effects on monogame with monodroid |
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Feb 24 |
awarded | Nice Answer |
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Feb 24 |
answered | Alternative to soundeffect.play()? |
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Feb 24 |
comment |
XNA cursor lag Are you sure about that? A game running smoothly and polling input at 60FPS should have less than 16ms latency between any key being pressed and that game being able to handle that input. |