A few hours ago, I uploaded a new release of the Nuclex Framework to CodePlex. There has been an intermediate release, R1323, which I didn’t announce here because it was more or less just a stop-gap measure to stop reports…Continue Reading →
There has been a discussion on the XNA forums regarding a slight decrease in the visual quality of SpriteFonts from XNA 3.1 to XNA 4.0: XNA 4.0 renders SpriteFont differently (and not for the better). There are two changes that…Continue Reading →
More than a year ago, I did some benchmarking in XNA 3.1, comparing the vertex throughput I could achieve on my GeForce 8800 via XNA’s DynamicVertexBuffer class versus just calling GraphicsDevice.DrawUserPrimitives(). Here’s my earlier benchmark: Efficiently Rendering Dynamic Vertices. In…Continue Reading →
There’s a new release of the Nuclex Framework available on CodePlex! The new release adds a new library, Nuclex.Input, which is a very lightweight library that adds seamless support for DirectInput game pads and joysticks, well-behaving keyboard text input, event-based…Continue Reading →
In the game I’m currently working on, it appears that I’m slowly drifting towards a design that’s a close resemblance of the Model-View-Controller (MVC) pattern, despite originally rejecting the idea because I believed it would require my game world to…Continue Reading →
I have updated my input library to a level where I think I can release it into the Nuclex Framework now. The design was tailored to make the input manager mockable (replaceable with a dummy object for unit testing), but…Continue Reading →
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…Continue Reading →
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…Continue Reading →
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…Continue Reading →
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,…Continue Reading →