18,363 reputation
53684
bio website andrewrussell.net
location Brisbane, Australia
age
visits member for 4 years, 3 months
seen 3 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)

22h
comment How to move vertices of matrix in order to cast a 2d shadow?
You should probably post a picture that shows what you are trying to achieve. "Affine" is a category of transformations (including things like rotation, translation), whereas "skew" is a specific type of affine transformation. See this answer for a discussion of how to create a skew matrix.
1d
comment Why does GameComponent have an Initialize() method?
I'm not sure I fully understand the question. When GraphicsDeviceManager(this) runs, where this is a reference to Game, it inserts itself into the given Game.Services as both IGraphicsDeviceService and IGraphicsDeviceManager. This is how Game.Run is able to find the GDM to set up the GraphicsDevice. If you were so inclined, you could provide your own implementations of those two interfaces, and Game would work as expected. You could even skip Game all together and initialize GraphicsDevice yourself.
Oct
15
comment Incrase framerate in XNA
@Subsequent See this answer for how GraphicsDeviceManager works: stackoverflow.com/a/11287316/165500 (it's about resolution, but it applies to all settings, including vsync).
Oct
13
comment Emit light from items
Maybe a post a mock-up screenshot that shows what kind of effect you want to achieve?
Oct
6
comment Is it bad practice to add GameComponents and DrawableGameComponents outside of the main initialization method?
There is - what I would describe as - a bug in XNA, where the initialization mode switch-over does not happen until after Initialize returns. See my edit.
Sep
22
comment Processing periodical operations on the database
Here's a really old question that asks almost the same thing.
Sep
17
comment Can you offset the horizontal flip in SpriteEffects XNA?
Also it's best to use the parameters to Draw, rather than setting a matrix on Begin, for this particular case.
Sep
17
comment Can you offset the horizontal flip in SpriteEffects XNA?
If you use a negative scale, you also need to render backfaces (use RasterizerState.CullNone), otherwise you'll see nothing.
Jun
23
comment Loading a stream/asset on Android MonoGame without ContentManager
@craftworkgames Yep - that makes sense.
Jun
21
comment Is it possible to change the position of a Farseer joint tie point?
Look at the arguments for CreateRevoluteJoint. Like... really look. Step into the Farseer source code and see what they do.
Jun
19
comment How can I move bodies in Farseer, using touch input?
@Homer_Simpson Well, debug it!
Jun
19
comment How can I move bodies in Farseer, using touch input?
That means that World.TestPoint is returning null - because the user is not actually touching a fixture in the world. So simply don't create a joint in that case. (I've updated my code to reflect this.)
Jun
18
comment How can I move bodies in Farseer, using touch input?
Not enough info. Also: You can probably make the sails from a single body with multiple fixtures, then use a single revolute joint.
Jun
16
comment Loading a stream/asset on Android MonoGame without ContentManager
@Den The Assets API (here) is part of Xamarin.Android, not MonoGame. "Assets", in this case, is not the same kind of thing as "Content" in XNA or "Assets" in Unity.
Jun
16
comment Loading a stream/asset on Android MonoGame without ContentManager
This should probably be on Stack Overflow (or in Xamarin's forums). There's nothing especially game-specific going on here.
Jun
16
comment Spritesheet filesize gets huge after compiling
@ClassicThunder Specifically, the XNB format has a compression mode that is basically equivalent to zipping the file. By default it is only turned on in release builds. The setting is in your game project properties (not the content project itself), under "Content Build".
Jun
16
comment How do I align the matrix used in SpriteBatch and the matrix used in BasicEffect?
@EmirLima Yes, but usually that is not the objective. The objective in most cases - including the OP's case - is to line up with screen pixels in the same way that SpriteBatch does. See the links in my answer for more details (and note, of course, this applies to XNA and DirectX 9, but not to DirectX 10 and OpenGL).
Jun
15
comment Tile textures on 3D models. HLSL shader code maybe?
This will only give the OP's desired effect if their model's UVs extend beyond the 0-1 range. To get tiling without modifying the model, you'd need to also multiply UVs in the pixel shader, to get them to the desired range.
Jun
15
comment Pixel-Perfect Collision With Rotation
Official tutorial: xbox.create.msdn.com/en-US/education/catalog/tutorial/…
Jun
14
comment How can I create a seesaw with Farseer Physics Engine?
World.RemoveJoint