5,132 reputation
1129
bio website scott-franks.com
location Atlanta, GA
age 23
visits member for 3 years, 1 month
seen 5 hours ago

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.


Jun
6
reviewed Reject suggested edit on About floating point precision and why do we still use it
Jun
4
comment How can I efficiently update only the entities that matter in a given frame?
LOD as applied to AI might be of interest google.com/…
Jun
4
reviewed Approve suggested edit on Open GL perspective projection vs orthographic projection
Jun
4
answered How do I prevent other dynamic bodies from affecting the player's velocity with Box2D?
Jun
2
reviewed Approve suggested edit on What is “immediate mode” in LWJGL?
Jun
2
comment XNA Load/Unload logic (contentmanager?)
If you are going to use states why not use a state machine?
May
30
reviewed Approve suggested edit on How to handle a Tile Map Scrolling
May
30
comment Zooming in isometric engine using XNA
No problem best of luck with your project.
May
29
comment Understanding dot notation
When looking for math resources look for GameDev specific resources, they will include relevant examples. Also I recommend checking out essentialmath.com/tutorial.htm.
May
29
answered Understanding dot notation
May
29
comment Zooming in isometric engine using XNA
I find it best to think of Matrix as box that alters the coordinate system. To start out with you have your normal system with a nice 1 to 1 ratio of texture to screen size with no translation or rotation. When you set the matrix in the spritebatch it automatically pushes all of your coordinates though that box and they come out scaled,rotated,ect... on the screen. The box works both ways though. So when you click on something (your mouse is in the drawn coordinate system) you push it the other way though the matrix and it is now in the correct place in the normal coordinate system.
May
28
comment Zooming in isometric engine using XNA
There is a reason people use camera matrices. The scaling and transition between coordinate systems would be trivial.
May
21
reviewed Approve suggested edit on Collision detection 3d rectangles using SAT
May
21
reviewed Approve suggested edit on SpriteKit Random Movement/Action
May
21
revised SpriteBatch, trying to reduce draw calls
added 29 characters in body
May
21
answered SpriteBatch, trying to reduce draw calls
May
15
reviewed Reject suggested edit on How to solve the big video memory requirements in 2d game
May
14
comment What are the security implications of this method of tracking countdowns?
I can see ways it can potentially be abused dependingon how other game mechanics are. Not sure if that is what you mean by secure. When I think of security I think of gaining unauthorized access to something.
May
14
comment Is there a penalty to using render targets versus textures?
My only issue with this is that all render target data is lost if the device is reset. I however, do not know enough about what sort of events cause a reset to know if that would be an issue. Since its only on load he can copy the data into a regular Texture2D which could be cached preventing the need for the scaling on susequent loads. stackoverflow.com/questions/17603919/…
May
14
reviewed Edit suggested edit on What scripting language would you recommend for a C++ game project?