6,106 reputation
2042
bio website bartnett.com
location Brooklyn, NY
age 24
visits member for 3 years, 8 months
seen Jul 23 at 15:58

Programmer/Sound Guy/Game Chef at Eppy Games

@michaelbartnett


Jun
8
comment I need advice for my future career
+1 for "I thought I knew a lot about where I wanted to go, and it turned out I didn't"
Jun
6
comment Game state management techniques?
Have you checked out gamedev.stackexchange.com/questions/1783/game-state-stack and gamedev.stackexchange.com/questions/2423/… ? It's kind of all jumping around the same concept, but I can't think of anything that would be better than a state machine for game state.
Jun
6
comment Nested input in an event-driven system
THIS. Pages and pages of nested if statements are the devil.
Jun
6
comment Sounds categories volume level in xna
It IS a crappy API. This might be out of scope for what Skotnik wants. But what I would do is make sure that I've got a hold of the .XAP and parse that for initial settings of everything that isn't available in the api. You could make a pre-build step that parses the XAP and pulls out relevant information into an XML file then add that to the Content project so you can deserialize it into an AudioCategoryInfo object or something.
Jun
6
answered Does XNA provide any special class to make a game server?
May
28
comment Should the game host be the authority, or another dumb client?
gamedev.stackexchange.com/questions/3887/… Here's some more info :)
May
17
comment What are some good resources for creating a game engine in XNA?
There's no question in your post. Start hacking together a codebase and post when you have a specific question. Between your books and the MSDN site, you should have all you need to get started
May
16
answered What are the most suitable 3D sound engines out there for a FPS?
May
16
comment Semi-fixed or Fully-fixed timestep?
Covered pretty thoroughly here: gamedev.stackexchange.com/questions/1589/…
May
11
answered MVC or Components, or both?
May
10
comment Polling vs event driven input
Derp, I asked a question in Nate Bross' comments that you deal with here, so I guess I'll refine it. Do all PCs offer that 1:1 hardware interrupt to OS keyboard event relationship, and what kind of platforms are limited to low-level polling?
May
10
comment Polling vs event driven input
I'm curious about the nature of getting input from devices. Are keyboard events dispatched by the OS the result of polling at the device driver level? Or does a keyboard event correspond with an interrupt? Or are there interrupts, but the OS buffers them and dispatches them when it sees fit?
May
9
comment Play game by coding your strategy
+1 I dig the resemblance to Alice and Scratch, which are good examples to study for teaching kids to program.
May
9
comment Good game design books?
+1 Heartily seconded
May
5
comment Writing Game Engine from scratch with OpenGL
GDB rocks for low-level debugging. Currently doing the memory allocator assignment in my systems class. To help me debug, I wrote a command file that defines commands which log heap traces and feeds them through a Python script that pretty prints them and writes them to disk. Don't be hatin'.
May
5
comment Key combinations on poll-based input
deque ;) O(1) enq/deq ftw.
May
5
answered Game programming books that don't teach programming?
May
4
revised Interactive music games
more clarification
May
4
answered Interactive music games
May
2
comment How to handle mouse input in XNA?
Simple polling gets really ugly beyond your basic arcade controls. I have an input manager class that captures the gamepad state as FlagAttributes and allows you to map delegates to different combinations of buttons. Next step up is to implement timing. All this debate just reinforces Steve H's point though, you're giving a polling system, and you are free to build upon it to support whatever paradigm you prefer.