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 →
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 →
Welcome to day 2 of the XNA Game Architecture series! I have thought hard about whether I should just assume a certain level of object oriented programming knowledge in this series. People picking up these articles likely already have some…Continue Reading →
Welcome to day 1 of the XNA Game Architecture series! We’re about to create a small 3D Shoot ’em Up using the principles of modern software architecture. If you missed the introduction, this series is about the architecture of games….Continue Reading →
Series I’m planning to start a short article series: There are a lot of XNA tutorials out there that explain the basics – how to display a sprite, how to do collision detection and how to render a bunch of…Continue Reading →