| bio | website | scott-franks.com |
|---|---|---|
| location | Atlanta, GA | |
| age | 22 | |
| visits | member for | 1 year, 11 months |
| seen | 23 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
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May 12 |
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Avoiding constant IF checks for loops I'm confused, it seems the obvious answer is that he should use a state machine. |
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May 7 |
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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. |
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May 6 |
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Using GraphicsDevice.Viewport.Project with a small farPlaneDistance My bad its Vector2.Multiply. |
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May 4 |
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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. |
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May 2 |
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When and why is a Pool class needed to hold objects? Yes that exactly the sort of situation pools were designed for. |
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May 2 |
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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. |
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May 2 |
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Refactoring an XNA map redraw Yes that should work in most circumstances. |
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May 2 |
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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. |
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May 1 |
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Refactoring an XNA map redraw You give very little info of the architecture of you program so its very difficult to suggest any refactoring. |
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May 1 |
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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/…. |
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May 1 |
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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? |
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May 1 |
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How can I update Display settings from an Options screen without restarting? I don't think the issue is related to Allegro and its capabilities. "My question is, how can I change my design so that a change in the OptionsMenu doesn't require a restart, but is changed immediately?" The restart is because the "OptionsScreen currently cannot access the Game class" and has to load them from the setting file if I understand correctly. |
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Apr 29 |
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Why are my game snapshots sometimes all black? Very likely the XNA stuff is working correctly but you have a bug on your end such as you are actually drawing a black screen every once in a while. Try to identify a pattern for when you get a black screen and find a way to make the bug reproducible. |
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Apr 28 |
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What is realism? Good point I will try and get to it sometime over this week. |
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Apr 28 |
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How can I draw an Xbox Avatar? msdn.microsoft.com/en-us/library/… |
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Apr 26 |
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Issues upscaling pixel art with SampleState.PointClamp Scaling the left most sprite by 2x in gimp yields imgur.com/rUXKaOs. |
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Apr 26 |
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Issues upscaling pixel art with SampleState.PointClamp I'm pretty sure that the way you are calculating spriteWidth spriteHeight is flipped. Could you post that code? |
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Apr 26 |
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XNA WP7 Texture memory and ContentManager Call red.Dispose and see if it give you can already disposed error. |
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Apr 25 |
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Issues upscaling pixel art with SampleState.PointClamp As mentioned you are not using a whole number. |
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Apr 25 |
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Issues upscaling pixel art with SampleState.PointClamp The same thing can be caused for the exact the same reasons by having the texture be drawn using non whole numbers when specifying screen coordinates. |