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Kyle Baran
  • Member for 9 years, 7 months
  • Last seen more than 6 years ago
  • Collingwood, Ontario
40 votes
2 answers
17k views

How exactly does XNA's SpriteBatch work?

40 votes
1 answer
14k views

Difference between "staggered" isometric and "normal" isometric tilemaps?

  • 1,674
30 votes
5 answers
8k views

Simulating pressure in a grid based liquid simulation

  • 1,039
28 votes
3 answers
7k views

How can I identify feature regions in a procedurally generated world?

  • 741
17 votes
4 answers
15k views

How can I acheive a smooth 2D lighting effect?

  • 1,039
14 votes
1 answer
5k views

How can I create gradiented Fog of War?

  • 787
13 votes
6 answers
24k views

How to handle mouse input in XNA?

  • 303
10 votes
3 answers
4k views

Lighting in a Minecraftian World

8 votes
2 answers
2k views

Advanced Cellular Automata to generate caves

  • 83
7 votes
3 answers
6k views

Loading sound in XNA without the Content Pipeline

6 votes
2 answers
4k views

SpriteBatch.Begin() making my model not render correctly

  • 165
5 votes
1 answer
985 views

Whats the point of all these Surface Formats

  • 739
4 votes
1 answer
3k views

What happens when I implement IUpdateable or IDrawable in XNA?

3 votes
2 answers
4k views

How do I get access to the SpriteBatch service in my Sprite class using XNA?

  • 537
3 votes
1 answer
3k views

Why would a borderless full-screen window stutter occasionally?

  • 55
2 votes
1 answer
332 views

Is it bad practice to add GameComponents and DrawableGameComponents outside of the main initialization method?

1 vote
2 answers
3k views

Creating mesh at run-time

1 vote
2 answers
2k views

Key-Binding in XNA

1 vote
1 answer
2k views

Artifacts when using SamplerState.LinearClamp in SpriteBatch

0 votes
2 answers
1k views

Is 50KBs of bandwidth practical for players? [closed]

  • 2,031
0 votes
1 answer
117 views

What is the point of the XNA.Input.Button enum?