| bio | website | bartnett.com |
|---|---|---|
| location | Brooklyn, NY | |
| age | 23 | |
| visits | member for | 2 years, 5 months |
| seen | 3 hours ago | |
| stats | profile views | 349 |
Programmer/Sound Guy/Game Chef at Eppy Games
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Jun 6 |
answered | Does XNA provide any special class to make a game server? |
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May 28 |
comment |
Should the game host be the authority, or another dumb client? gamedev.stackexchange.com/questions/3887/… Here's some more info :) |
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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 |
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May 16 |
answered | What are the most suitable 3D sound engines out there for a FPS? |
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May 16 |
comment |
Semi-fixed or Fully-fixed timestep? Covered pretty thoroughly here: gamedev.stackexchange.com/questions/1589/… |
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May 11 |
answered | MVC or Components, or both? |
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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? |
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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? |
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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. |
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May 9 |
comment |
Good game design books? +1 Heartily seconded |
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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'. |
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May 5 |
comment |
Key combinations on poll-based input deque ;) O(1) enq/deq ftw. |
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May 5 |
answered | Game programming books that don't teach programming? |
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May 4 |
revised |
Interactive music games more clarification |
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May 4 |
answered | Interactive music games |
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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. |
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Apr 30 |
comment |
How can I make “small” (file size) background music loops/tracks? Regarding OGG, it's still considered too CPU-heavy for use in resource-starved environments like mobile. FMOD's Designer tool dropped support to export soundbanks in OGG Vorbis format, and now instead uses the new CELT codec. |
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Apr 27 |
comment |
Is there a tool to automatically pack individual textures into one big png? I should have clarified and mentioned that I intended ImageMagick to be a pre- and post- packer tool. The idea would be to do any per-sprite pre-scaling with ImageMagick, run Sprite Sheet Packer, and then run ImageMagick again on teh final results to shrink the output to your desired size if necessary. |
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Apr 27 |
comment |
Where is quality paid game music? +1 for recommending PEOPLE and not stock music sites. If I could I'd +1 again for Jake (Virt). His track at the GDC demo derby this year kicked serious ass. |
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Apr 27 |
answered | Is there a tool to automatically pack individual textures into one big png? |