| bio | website | http://- |
|---|---|---|
| location | ||
| age | ||
| visits | member for | 1 year, 9 months |
| seen | 4 hours ago | |
| stats | profile views | 41 |
Beginning XNA game-developer.
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Jun 10 |
awarded | Caucus |
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Jun 6 |
comment |
Why does Mojang write Minecraft in Java They just chose to use Java, probably because they were more familiar with it than for example C++. It most likely would run a lot better if it was coded in (proper) C++ |
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Jun 2 |
comment |
Strange rendering in XNA/Monogame try rasterizerState.CullMode = CullMode.CullCounterClockwise; (which is default) and also GraphicsDevice.DepthStencilState = DepthStencilState.Default; |
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May 15 |
comment |
SpriteBatch memory leak Nothing in the code you provided causes the memory leak. You need to post more code. Also, I doubt that anything like creating a new SpriteBatch object (except maybe if you are doing it every frame) would cause such a massive memory leak. |
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May 15 |
comment |
What's the most efficient way to merge two arrays of game sprite objects? I don't see any reason why using just a normal ArrayList's would be too slow, except maybe if you are doing it multiple times per frame. It should be blazingly fast. |
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Apr 30 |
comment |
How can I use shaders to make a square have a waving effect? I'd imagine that this effect could be done quite easily in the pixel shader as well. |
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Mar 24 |
comment |
Can I transfer C# coding I do in Unity for practice to another 3d engine? Unity does not support C++ for scripting. You can use only C# or Javascript (and Boo?). |
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Mar 2 |
comment |
Tutorials for Managed DirectX development? @JoshSantangelo I've been recently working on a WPF+XNA editor and in my opinion it has worked fantastically. I used this way: blog.bozalina.com/2010/11/xna-40-and-wpf.html. I know that some consider it somewhat hacky since it uses Game-class and initializes the game with reflector hacks but it has worked perfectly for me! |
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Feb 11 |
comment |
XNA Block engine Block update problem Correct me if I'm wrong, but I thought that creting new instances of a value type is perfectly fine and (almost) just as fast as changing existing value's fields. |
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Feb 9 |
comment |
The saturate function is not working in my pixel shader Why does that have to done? |
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Jan 30 |
comment |
Help finding a good XNA physics library? Farseer Physics is pretty easy and popular |
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Jan 27 |
comment |
Is it wise to dev games only with XNA GS? I don't think this question is appropriate on this site because there's no definite or "right" answer to this and it's just a matter of opinion. But numerous of great looking 3D games have been developed without any engines in XNA, so it is definately possible. |
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Jan 24 |
comment |
Drawing background is very costly/slow You shouldn't create a new texture for every square as you can easily just reuse the across all Square instances. You don't even need a seperate squareTexture and borderTexture, just make a 1x1 texture with Color.White pixel color and draw the texture with whatever color with Spritebatch.Draw(Texture2D, Rectangle, Color); |
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Jan 23 |
answered | How do I achieve one touch one shot for WP7 game? |
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Dec 27 |
awarded | Citizen Patrol |
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Dec 26 |
comment |
Storing huge 2D tiled map in a txt file Didn't read the OP ( too tired and gonna go to sleep right after this comment :) ), but you could use binary format instead of plain text. That could help you reduce the size of the file at least a bit. |
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Dec 25 |
awarded | Popular Question |
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Dec 20 |
comment |
Displaying total playing seconds at end of game You should accept one of the answers if they are what you were looking for |
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Dec 17 |
comment |
How can I implement collision detection for these tiles? Wow, four-dimensional array. Haven't seen those before. |
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Dec 6 |
revised |
Displaying total playing seconds at end of game added 23 characters in body |