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iNFiNiTY's user avatar
iNFiNiTY's user avatar
iNFiNiTY
  • Member for 9 years, 9 months
  • Last seen more than 4 years ago
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Drawing objects in view of camera only in XNA/MonoGame
I solved my issue via @Peethor's advice. I only kept track of the tiles that were occupied and drew a large green overlay over all the tiles, and drew smaller red tiles for all the occupied tiles
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Drawing objects in view of camera only in XNA/MonoGame
I think this only partially solves the problem. Id still have to iterate through each tile and determine which tiles have buildings on them and activate/deactivate overlays for those tiles when they come in and out of view. Wont that just be as slow?
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Drawing objects in view of camera only in XNA/MonoGame
I forgot to mention that. Yes, you can zoom into the tiles by doing a pinch gesture. By zooming in, only about 1/4 of the tiles that you see on that image are visible.
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how to stop camera at the end of world map when zoomed in
Ive basically tried all of this already. If I dont multiply Matrix.CreateTranslation(positionComponent.Origin.X, ...) it will just end up zooming in as the top right corner as the origin. If i update the origin, the zooming doesnt work quite right etc
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Bubble shooter clone, structure for storing/adding of bubbles
I see how that works now. I'm still a bit confused how I'm supposed to handle bubbles that land directly on top of an other bubble. It doesn't make sense for the ball to be snapped to the left or right side . Maybe I'm just missing something here.....
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