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location Atlanta, GA
age 23
visits member for 2 years, 10 months
seen 8 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.

My XNA 4.0 GUI Library

http://xnagui.codeplex.com/


Jul
31
comment Is my social game technical solution viable?
@Davidesan Send it to the server and block until there is a response. If the "standard solution" doesn't apply it doesn't apply. Either way my answer to "I can't allow a communication to be longer than 200 ms" remains that it is debilitating impractical and restrictive to have this restriction.
Jul
31
comment What are levels made of in games?
Bastion simply uses 2d images. Anyways your question makes little sense. You can make level out of whatever you can draw which is models and textures. You can even have both.
Jul
31
comment Masking an area inside/outside a line strip
catalinzima.com/samples/dynamic-2d-shadows
Jul
31
comment Is my social game technical solution viable?
Point is technically you can’t guarantee 200 ms round trip even with no server load. Blocking to wait for validation will be disruptive so simply allow the game to proceed and only disrupt if an illegal move occurs.
Jul
31
comment Is my social game technical solution viable?
I'm suggesting both. Let the client do what ever with the server verifying after every move. However, there is no point in blocking to wait for verification. If the server ever notices an invalid move it knows that there is request spoofing and can send back the last valid board state and repremand the spoofer.
Jul
31
comment Is my social game technical solution viable?
@Davidesan Please reread my answer.
Jul
31
answered Is my social game technical solution viable?
Jul
31
comment UI mockups to the code
@CobaltHex +1 and I think you should put the video in your answer.
Jul
25
comment Which coordinate space is the canonical default for each shader pipeline stage?
I'm confused what is a hull and domain shader? The fragment shader gets called after the rasterization process and the vertex shader get called before the rasterization process and converts the verts from world space to screen space. I assume hull and domain shaders are geometry shaders? In that case they occure after the vert shader and are used to manipulate geometry (tessellation, ect...). Vertex and Geometric shaders work with the 3d coordinates of the verts and any changes in coordinate systems must be applied manually.
Jul
25
answered Box2D body jitters when colliding with static body
Jul
24
comment Are there specific benefits to using XNA for 2D development if you don't plan on releasing on xbox/windows phone?
Didn't realize edits bumped topics. Was replacing a link to my currently down blog with useful content.
Jul
24
revised Are there specific benefits to using XNA for 2D development if you don't plan on releasing on xbox/windows phone?
added 1998 characters in body
Jul
23
comment How can I maintain a rectangular formation when units are added or removed?
@Tiby312 How are you planning to make a perfect rectangle with say... 7 robots?
Jul
23
answered How can I maintain a rectangular formation when units are added or removed?
Jul
23
comment What is an acceptable input delay?
There are libraries notably XNA that do not allow for event driven input.
Jul
23
comment What is data-driven design?
@Vipar Pop into chat if you want help with the off topic question. Not guaranteeing you will get help but a lot of smart people hang around there .
Jul
22
comment Should I use text files for my save data?
It is a sad world when developers want to be able to lock users out of information they store on thier computers.
Jul
22
comment How can we validate subjective inputs from a client?
I thought the standard way to handle this is to have the sever do all the calations and have the client pass along input. Doing anything else seems like too much trust of the client and it seems like a history analysis would break under connection issues.
Jul
20
revised XNA 2d Camera Scrolling - why use matrix transform?
Corrected spelling
Jul
19
comment XNA 2d Camera Scrolling - why use matrix transform?
"My new issue lies in the player. Obviously as I am now moving the camera rather than the level, the player gets left behind by the camer as its position stays fixed." Just read this and I am so confused why on earth would you not move the player within the level's coordiante system?