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Apr
30
answered How to make sure that when two bodies collide, there is only one collision detection on box2d?
Apr
29
comment Is it a bad idea to “map” the mouse position on the screen so that collision detection works regardless of resolution?
I also answer "You must still decide, if you want to map from system A to system B or from B to A and what the consequences are, if there are any." by saying you should use an arbitrary one not tied to resolution and scale from it. So C -> A or C -> B depending on if A or B is the resolution. Of course you can have C equal a base resolution you design for and scale from there. Point is all math happens in the same coordinate system and you only scale for the rendering.
Apr
29
comment Is it a bad idea to “map” the mouse position on the screen so that collision detection works regardless of resolution?
"Is it a bad idea to “map” the mouse position on the screen so that collision detection works regardless of resolution?" is answered by "it's smart to use matrices to translate between the two coordinate systems"...
Apr
29
awarded  Good Answer
Apr
29
comment Getting XNA 4.0 running on VirtualBox?
blogs.msdn.microsoft.com/shawnhar/2010/07/19/…
Apr
28
awarded  Enlightened
Apr
28
awarded  Nice Answer
Apr
28
answered Is it a bad idea to “map” the mouse position on the screen so that collision detection works regardless of resolution?
Mar
27
awarded  Pundit
Mar
25
comment How do I ensure a piece of code runs only once?
I actually find this kinda of funny as I don't think it falls within "game-specific programming issues". But I never really liked that rule.
Feb
3
awarded  Generalist
Jan
25
comment XNA's GameTime.ElapsedGameTime.TotalSeconds isn't working as expected
"The correct way to structure pretty much any game is to have a strict separation between drawing and updating code. Both share the same state information, but their responsibilities are very different: Update reads inputs, modifies the game state, and never touches the graphics device. Draw reads but does not modifiy the game state, and has no access to inputs" Also credited to Shawn Hargreaves.
Jan
25
comment XNA's GameTime.ElapsedGameTime.TotalSeconds isn't working as expected
blogs.msdn.com/b/shawnhar/archive/2007/07/25/…
Jan
25
comment XNA's GameTime.ElapsedGameTime.TotalSeconds isn't working as expected
It sounds like you are putting logic code in the Draw function instead of the Update function. The update function gets called a set number of times (as dictated by the TargetElapsedTime) even if that requires dropping Draw calls.
Dec
15
answered How to draw a sprite at a floating point xy coordinate with interlaced drawing?
Dec
14
comment XNA Advanced font rendering (outline, shadows, etc)
The best thing to do (unless you need the effect to be dynamic) is to use a sprite texture and just edit the image directly. See dylanwilson.net/bmfont-rendering-with-monogame-extended.
Dec
8
awarded  Good Answer
Nov
23
comment Can I use a BlendState object to emulate a draw call's blending color?
Additive blending should do what you are trying to achieve.
Aug
31
reviewed Reject realtime tag wiki
Jul
31
reviewed Approve Right-side weapon rotate to face the mouse target