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11h
comment function of spriteBatch and Game1.draw method in XNA
Voting to close since the question since once you get path figuring out what the question actually is its a duplicate of gamedev.stackexchange.com/questions/21220/…. I recommend reading a book or a few starter tutorials on XNA to learn the difference between the rendering and loop control. Also there are OSS implementations of the SpriteBatch and linked questions that explain the class at a higher level.
11h
comment function of spriteBatch and Game1.draw method in XNA
github.com/flibitijibibo/FNA This is an port of XNA to SDL2 using an idential API.
12h
comment function of spriteBatch and Game1.draw method in XNA
directxtk.codeplex.com This is basically a port of the XNA framework to C++ developed by authors of the origional XNA framework.
12h
comment AssetBundles for sprites, or download the images from my server?
I would assume the AssetBundle is doing things like creating minimaps and has some metadata to store since it seems to manage the caching for you. You can use your debugger to drill into the specific instances though and view what data is stored. The documentation doesn't seem to go into adequate detail.
12h
reviewed Approve Three.js: Lighting not calculating correctly on THREE.Geometry objects
Jan
21
comment XNA sound effect loop cancel
Have you tried SoundEffectInstances.Stop();?
Jan
7
reviewed Approve Game sprite far too small
Jan
7
comment Xna 2d texture antialiasing
gamedev.stackexchange.com/questions/21666/…
Jan
5
reviewed Approve How do I modify the health of an entity after it's been created?
Jan
4
awarded  Nice Answer
Jan
2
comment How can I make A* finish faster when the destination is impassable?
@Steven Thanks I was sure I wasn't the first person to think of such an approach but didn't know what it was called. Makes taking advantage of preexisting research much easier.
Jan
2
reviewed Approve what is the very last element of a 4x4 transformation matrix for?
Jan
2
answered How can I make A* finish faster when the destination is impassable?
Jan
2
comment How can I make A* finish faster when the destination is impassable?
Is the issue the destination is unreachable? If not why not just make it so you can't click the impassable tile.
Dec
30
comment Movement on objects in 2D tile/grid based game
@StephaneHockenhull So you're saying the words, "Add a logical third dimension and add logic to tiles by type." and not addressing how to do so is a good answer? It isn't, its a terrible answer. Also the very little bit of implementation advice it offers is wrong, it can't tell the difference between a cliff and slope.
Dec
30
comment MonoGame: Draw thousands of quads without hardware instancing
@mklingen Really? I was going off of remembering the libraries autor tweeting that it was working, I'll see if I can dig up that tweet.
Dec
30
comment Movement on objects in 2D tile/grid based game
@StephaneHockenhull Really? You read the question and came to the conclusion that the answer solves the proposed problem? OP wants to be able to crouch, jump, and differentiate between cliffs, slopes, and overhangs. This creates a multitude of edge cases and would require knowing many more properties than just throwing a height onto each tile. The answer is simple because it doesn't address 80% of the question.
Dec
30
comment MonoGame: Draw thousands of quads without hardware instancing
FNA a branch of MonoGame that retains the goal of being an XNA 4.0 reimplementation, uses SDL2 and supports hardware instancing. github.com/flibitijibibo/FNA.
Dec
29
comment What is the difference between a tech tree and crafting?
@Johnny. An indirect way to get the answer you are looking for could to be to ask two questions (one per term) asking for the definitions of the two terms and how to implement them.
Dec
14
comment Make camera move constantly upwards in box2d world
I'm referring to the camera.