| bio | website | scott-franks.com |
|---|---|---|
| location | Atlanta, GA | |
| age | 22 | |
| visits | member for | 1 year, 11 months |
| seen | 5 hours ago | |
| stats | profile views | 278 |
Recently started a blog that describes how I have dealt with XNA issues for which there wasn't much documentation for. I hope it helps others with the same problems.
My XNA 4.0 GUI Library
|
May 18 |
awarded | Revival |
|
May 18 |
reviewed | Close SDL: No sprite movement |
|
May 13 |
answered | XNA spritebatch.Draw: Which part gets colored by the color parameter? |
|
May 13 |
answered | Farseer: Ball is not getting slower |
|
May 12 |
comment |
Avoiding constant IF checks for loops I'm confused, it seems the obvious answer is that he should use a state machine. |
|
May 7 |
comment |
How to use a physics engine for collision detection? There are tons of online tutorials for both libraries. If you need help getting started Google around for a tutorial. If you need help with a specific problem that is when you should ask here. |
|
May 7 |
answered | How do I use Content.Load() with raw XML files? |
|
May 6 |
revised |
Using GraphicsDevice.Viewport.Project with a small farPlaneDistance added 3 characters in body |
|
May 6 |
comment |
Using GraphicsDevice.Viewport.Project with a small farPlaneDistance My bad its Vector2.Multiply. |
|
May 6 |
answered | Using GraphicsDevice.Viewport.Project with a small farPlaneDistance |
|
May 5 |
awarded | Enlightened |
|
May 5 |
awarded | Nice Answer |
|
May 4 |
comment |
How to pack the game files into one without using any file compressor? You can simply use a standard zip library such as dotnetzip.codeplex.com to combine everything. It also support fetching individual files out of the archive. Note that zip is not a compressed file format. |
|
May 2 |
comment |
When and why is a Pool class needed to hold objects? Yes that exactly the sort of situation pools were designed for. |
|
May 2 |
comment |
Screen effects and antialiasing Eh sorta kinda. There is a whole lot more to it though and simply down scaling is a not really an acceptable solution. |
|
May 2 |
comment |
Refactoring an XNA map redraw Yes that should work in most circumstances. |
|
May 2 |
comment |
Refactoring an XNA map redraw Ah I believe I know exactly what is wrong. If you take the normal of a vector of length 0 it returns not a number (NaN). This is because it is mathematically impossible to take normal of an length 0 vector. |
|
May 1 |
comment |
Refactoring an XNA map redraw You give very little info of the architecture of you program so its very difficult to suggest any refactoring. |
|
May 1 |
comment |
AI for mass battles in Unity The scope of this question is huge and not answerable; however, I hope I can direct you where to start. The two main concepts are Behaviors and a State Machine. Behaviors are actions such a flowing a point, attacking, orbiting, and retreating. You should have a script for each behavior. A State Machine switches between behaviors using rules you specify. But as mentioned it takes a book to describe the topic adequately so I recommend amazon.com/Programming-Game-Example-Mat-Buckland/dp/1556220782/…. |
|
May 1 |
comment |
AI for mass battles in Unity Do you understand how to script the behaviors? Or are you simply interested in how to optimize these behaviors when there are many actors? |