17,983 reputation
53681
bio website andrewrussell.net
location Brisbane, Australia
age
visits member for 4 years
seen 4 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)

Apr
5
revised C# - Separating Overlapping Rectangles
deleted 5 characters in body
Apr
4
comment Farseer: What can I do so that a body can move through a special kind of bodies?
Study the Farseer samples. There are samples that demonstrate this.
Apr
2
comment gap when drawing string with xna
@ClassicThunder SpriteBatch should be setting those states itself when you call Begin.
Apr
2
answered How do I convert a .dds texture to .png bitmap in C#?
Apr
2
comment How do I convert a .dds texture to .png bitmap in C#?
To those voting to close this as "off-topic": It's not. Check the rules. It's covered under "asset pipelines" and "game-related APIs".
Apr
1
awarded  Good Question
Apr
1
comment How can I determine the contact point of a collision?
@Homer_Simpson Ack. Another simple bug in my code :\ Although I really hope you were able to figure that one out on your own! (Please keep in mind that I'm typing these out directly, no IDE.)
Apr
1
revised How can I determine the contact point of a collision?
added 1 characters in body
Mar
31
comment How can I determine the contact point of a collision?
To answer your additional question: worldPoints[0] is the first point (zero-based indexes) and worldPoints[1] is the second point (if it exists - re-read my answer for why it might exist). worldPoints[2] will give you an "index out of range" error ([2] refers to the third point, but the number of points is limited to two).
Mar
31
comment How can I determine the contact point of a collision?
@Homer_Simpson Apologies. That was a bug in my code. The point count is actually stored in the contact manifold. See my latest edit.
Mar
31
revised How can I determine the contact point of a collision?
added 66 characters in body
Mar
30
comment Height and width of a Farseer body?
Body.UserData can store any object. So you can simply store it in that field as a Vector2. Then use a cast like (Vector2)Body.UserData to access it.
Mar
30
comment How can I determine the contact point of a collision?
@Homer_Simpson I've updated my answer to hopefully clarify things.
Mar
30
revised How can I determine the contact point of a collision?
added 667 characters in body
Mar
30
answered Height and width of a Farseer body?
Mar
30
answered How can I determine the contact point of a collision?
Mar
30
comment How can I determine the contact point of a collision?
Note that the contact point will never be mathematically "exact". It will be close enough.
Mar
29
comment gap when drawing string with xna
The default parameter to Begin is DepthStencilState.None. So as long as you are passing that or null, or using an overload where it is not specified, the depth buffer should not be the issue.
Mar
28
revised How can I create a bomb explosion in Farseer that pushes nearby objects away?
Fixed up "effect"->"affect". And tidied up some other grammar things while I was at it.
Mar
28
comment How can I create a bomb explosion in Farseer that pushes nearby objects away?
It's worth pointing out that Farseer comes with a sample that implements explosions. It's "AdvancedDemo5" (in the current source). It's similar to the proximity method in Classic Thunder's excellent answer, only less-sophisticated (a fixed-magnitude impulse within an AABB).