| bio | website | |
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| age | ||
| visits | member for | 2 years, 3 months |
| seen | Dec 11 '12 at 0:19 | |
| stats | profile views | 16 |
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Oct 24 |
awarded | Yearling |
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Sep 24 |
answered | How to loop section from a song correctly? |
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Apr 27 |
comment |
Pathfinding for a lot of units, mostly random movement Flocking and other group behaviours are always the way to go when moving dozens of actors. For information regarding them, look for Craig Reynolds' Boids or check Buckland's Programming Game AI by Example. There are implementation examples for most major programming languages all around the web. |
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Apr 25 |
comment |
XNA Development on PC but Designing for Xbox 360 I wouldn't select any, but create a new one compiling all of them and mark it as a Community Wiki (CW) answer. But don't worry much about that. Even I'm not too sure how the CW stat should be handled. For reference: What are Community Wiki posts? |
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Apr 25 |
comment |
XNA Development on PC but Designing for Xbox 360 As a general case, avoid creating references that will be discarded right away. For those, use pools. References that will remain relevant AND referenced for a long time, there's no problem. Just make sure you don't free many of them in a gameplay section of your game. |
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Apr 25 |
comment |
XNA Development on PC but Designing for Xbox 360 By the way, if one of you has a 360 you can still test the project without issues. From Visual Studio you can create a copy of the game and libraries targeting Xbox 360, sharing all code and assets with the PC version. The files will be exactly the same ones, so you'll just have to use compiler directives in very specific sections of the code. |
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Apr 25 |
awarded | Critic |
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Apr 25 |
comment |
XNA Development on PC but Designing for Xbox 360 I'm not too sure this is good as a question. It should become a community question, since the only good answer would be a checklist combining all other answers. |
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Apr 25 |
answered | XNA Development on PC but Designing for Xbox 360 |
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Apr 15 |
awarded | Commentator |
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Apr 15 |
comment |
XNA - How do I change the texture of a 2D object? If you are writing the texture per se in your Draw method, just draw the new one. If you don't care about the old texture (only used in this particular tile) use Texture2D.SetData(...). Otherwise, we need more info. |
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Apr 10 |
comment |
After building a .exe file game view does not show whole viewport Have you tried adjusting your camera position and size? Just place in in a place where the whole scene is contained inside its frustrum (perspective) or rectangle (orthographic). |
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Apr 10 |
comment |
After building a .exe file game view does not show whole viewport File -> Build Settings... -> Player Settings... -> Supported aspect ratios. As Esa said, setting the game view to standalone will directly let you see things in the default resolution or the aspect ratio you desire. |
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Apr 9 |
awarded | Editor |
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Apr 9 |
revised |
After building a .exe file game view does not show whole viewport Rephreased title and message body. Added example pic. Removed tag from title and added as (redundant) tag. |
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Apr 9 |
suggested | suggested edit on After building a .exe file game view does not show whole viewport |
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Apr 9 |
answered | After building a .exe file game view does not show whole viewport |
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Apr 2 |
comment |
Unity3D 3.5 pro - Moving the camera vs setting draw distance How about adding a couple of screenshots of the Unity interface and your project before and after things go wrong? That might give people a better idea of what's happening. A Youtube/Vimeo/whatever video would be even better. |
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Mar 12 |
answered | Still confused about timesteps in XNA |
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Feb 21 |
comment |
Why are changes in one object applied to all objects in a list? "the .Add() method does not make a copy of the model" Unless the model is a struct or any other value type. |