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Jan
4
awarded  Enlightened
Jan
4
awarded  Nice Answer
Jan
4
awarded  Yearling
Jan
3
answered Why doesn't my C#6 code compile in Unity?
Dec
18
comment How to Detect Mesh Segmentation?
It's a lot easier to detect 'floating cubes' from the voxel data you have (assuming that you are generating the voxels dynamically).
Sep
24
awarded  Autobiographer
Jun
30
comment Monogame render between constraints
The last two argument's in Rectangle's constructor are "width" and "height", not "right" and "top". So basically, put "rightEdge - leftEdge" as the third argument and it should work fine.
Mar
11
comment How can I efficiently implement a bitmask larger than 64-bits for component existence checks?
Use two 64-bit longs and the bitwise AND twice :) !
Jan
8
awarded  Informed
Dec
16
comment XNA Float values don't work as parameter
The reason is that the constructor which takes floats assumes that the floats are within [0, 1] range. So basically instead of giving floats a value between [0, 255], give them a value between [0, 1].
Dec
7
comment How to work with delta time?
There is no need to do this yourself. You can just simply use the GameTime.ElapsedGameTime.TotalSeconds property.
Dec
7
comment How to work with delta time?
I'm not sure what's the problem. Just use gameTime.ElapsedGameTime.TotalSeconds and multiply everything by that.
Nov
24
comment How can I support more than one resolution/language on WP7/8?
XNA doesn't support any resolutions above 800x480 on windows phone. You have to use MonoGame to be able to run the game on HD resolutions.
Nov
13
comment When storing voxels in chunks, how do I access them at the world level?
How are you planning to remove the voxels from the global list when a chunk is removed? I can pretty much assure you that it will be easier if every chunk has it's own list/array of voxels. One thing you could try is to do something like that chunk.get(-1, 0, 0) basically return chunk.left.get(chunk_width - 1, 0, 0) so that you dont have to write any hacky code in your collision detection/anywhere else.
Nov
6
comment Unknown error XNA cannot detect importer for “program.cs”
@EvanKohilas Well the error was talking about (content) importers, so I just guessed that the file was in the content project :)
Nov
6
comment Unknown error XNA cannot detect importer for “program.cs”
Is the Program.cs in the Content Project or in the actual code project? From the error, it sounds like it is in the content project.
Oct
27
comment Avoiding lag when rendering Texture2D for first time
Do you load the textures when you draw them for the first time? If you do, try loading them for example when the level/game loads.
Oct
25
comment How should game objects be aware of each other?
@Jefffrey Using the approach where components themselves don't have any logic and the "systems" are responsible for handling all the logic doesn't create dependencies between components nor does it require super complex messaging system (at least, not nearly as complex). See for example: gamadu.com/artemis/tutorial.html
Sep
28
comment Hardware instancing for voxel engine
And most voxel engines with "tiny voxels" (as you describe) have probably some kind of level of detail system, so that the furthest chunks won't even nearly take the same amount of vertices as the closer ones. Just something to consider.
Jul
14
comment Cubes drawing on top of each other
I don't mean to offend you or anything, but since you seem to have a lot of problems with somewhat simple problems, I'd recommend you to make simpler 2D games before trying to make complex 3D games (even though voxel engine is somewhat easy to make, it's still a lot harder than, say, 2D tile/isometric engine).