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Apr
18
comment How to load textures at other times than startup in XNA using vb.net?
Memory will be an issue no matter when you load it, unless you plan on unloading assets between uses. Have you considered other ways of optimizing? 1000 textures sounds like a lot, perhaps consider clipping them together into fewer larger sprite sheets.
Apr
15
comment Dynamic navigation mesh generation algorithm
Navigation and how things move visually are two different things. The result of navigation on a grid doesn't mean your object has to move in a gridlike manner. Just has to move from one node to the next.
Apr
15
comment Dynamic navigation mesh generation algorithm
How exactly do you find grid systems to be a problem with freely positioned objects?
Mar
31
comment Turning On/Off Vsync no longer working when rendering to an offscreen buffer
Providing the actual code might be a better idea, as your pseudo code may be missing what is causing the problem. Try and make as small a sample as possible that reproduces the issue.
Feb
21
comment Map generation, issues with midpoint displacement algorithm
Not an answer to your problem, but maybe an alternative solution: jgallant.com/… Disclaimer, I made the AccidentalNoise port used in the tutorial.
Feb
14
revised Unity: C# Spell System
edited body
Feb
14
comment Unity: C# Spell System
Something along those lines yes.
Feb
14
answered Unity: C# Spell System
Jan
23
comment Get the tile that my mouse pointer is currently over?
If you want to rely on checking each tiles bound, you would simply use the worldX and worldY to check if that point is inside the sprites bounds. This isn't very efficient though as the complexity goes from O(1)(constant) to O(n)(linear), meaning the more tiles, the slower your program is.
Jan
23
comment Get the tile that my mouse pointer is currently over?
tileX and tileY holds the position of the tile, in "tile-space". So if you have a 2d array, you would simply do as shown on the last line.
Jan
23
answered Get the tile that my mouse pointer is currently over?
Jan
23
revised How to create a 2D region where sprites are automatically wrapped?
Removed an out of date link.
Jan
19
revised Calculate ticks for animation delay
Mixing const and non-const types.
Jan
16
comment Procedural Islands Voronoi Pattern
Here's a good tutorial on procedural generation: jgallant.com/…
Jan
13
comment Procedural Dungeon Generation Connect Rooms With Passageways
Not an answer, but a great resource and sounds exactly like what you're searching for: journal.stuffwithstuff.com/2014/12/21/rooms-and-mazes
Nov
15
comment Proper Line of Sight in tile based game
It would be useful if you add your current approach. Like, if you check from the point out to a perimeter or how you're trying to solve it.
Nov
14
comment Proper Line of Sight in tile based game
I think you need to review your question. You're saying the walls are visible, and then you ask how to make the walls visible? Also, perhaps add some circles/text to the image to show us what is what. Right now the question is unclear, and you'll risk it getting closed.
Oct
26
revised XNA 4 game for both profiles
Removed an out of date link.
Aug
26
comment Where to put the screen dimensions to make it accessible for all on screen objects?
Reminds me of the time I Googled a problem, found a great answer here and then found out I had posted said answer myself. As @wondra points out, this isn't necessarily the best/right solution, but it is a solution that works and is versatile. And usually that is all you need.
Aug
26
answered Where to put the screen dimensions to make it accessible for all on screen objects?