Monthly Archive: August 2010

Aug
23
2010

New Component: Nuclex.Input

Developers following my twitter feed may already know that in the past few days, I’ve been working on a new component for the Nuclex Framework: Nuclex.Input. This component aims to solve all problems I ever had with input devices in XNA It’s a very simple library that provides input device classes similar to the ones …

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Aug
19
2010

My Screen works Again :-)

The PSU of my SyncMaster TFT with capacitors resoldered from the top
Last Friday (and I only now notice it was Friday the 13th :D) my screen stopped working. I dismantled it and found some bad capacitors, then decided to do a small foto story showing my attempt to get it working again: My Screen went Dark . Today the electronics components I ordered arrived and I …

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Aug
17
2010

Quo Vadis, Input System?

A chat pad for the Xbox 360
I’ve spent some time thinking about how input is handled by my GUI library. One issue I didn’t cover in its initial design is that people might want to use the GUI library at the same time as their game is running (think of a command palette in a strategy game). I’ve already got some …

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Aug
13
2010

My Screen went Dark :-(

My old Desoldering Pump
Earlier this year, one of my monitors started behaving strangely each time it was turned on the first time for the day. The image would flicker on and off, first very slow, maybe twice a second, then faster and faster still until it displayed a permanent and stable image. Over time, things got worse. First …

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Aug
13
2010

To GameComponent or not to GameComponent

UML diagram of the old Nuclex GameComponent design
XNA provides a neat little system for you to organize your game’s different parts in: GameComponents. You can use them to modularize your game’s subsystems, eg. have a GuiComponent, PhysicsComponent, SceneGraphComponent etc. so you avoid having all that code in your Game class, or can use them for your actual game objects in smaller games. …

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Aug
11
2010

Using Ninject with SunBurn

First, let me say sorry if I seemed to be absent for the past months. I was quite burned out and didn’t want to do much with computers during that time :). My “XNA Game Architecture” series was left hanging, and right when it got interesting, too. I’ll try to find the time to continue …

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