Tag Archive: nuclex framework

Mar
17
2011

Nuclex Framework R1404 Released!

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 for issues in the old (old, old) R1242 release where my Nuclex.Input library was still …

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Dec
09
2010

XNA Sprite Font Quality

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 might have impacted visual quality: XNA 4.0 uses premultiplied alpha everywhere (whereas XNA 3.1 processed …

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Nov
06
2010

DynamicVertexBuffer versus DrawUserPrimitives, Round 2

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 all cases, DrawUserPrimitives() was marginally faster than the DynmicVertexBuffer, but it appeared to be a …

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Oct
02
2010

Nuclex Framework R1242 Released!

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 input and the ability to mock any kind of input in your unit tests. Instead …

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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
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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Dec
03
2009

Nuclex Framework R984 Released!

I just uploaded a new release of the Nuclex Framework on CodePlex! It has been a lot of work getting the GUI library finalized. For once, I really wanted to have 100% unit test coverage on the whole library, which meant a lot of work ensuring the design allowed for this and thinking of all …

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Sep
21
2009

Nuclex Framework on CodePlex

The Nuclex Framework has been released to CodePlex today! Instead of only writing about all the cool stuff and then pointing people at my Subversion repository whenever someone asks for the source code, I finally sat down and published the entire Nuclex Framework on CodePlex, together with lots of examples, documentation and screen shots. The …

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Jul
27
2009

Efficiently Rendering Dynamic Vertices

Vertex Throughput for Batches Vertices
Sometimes, games have to render highly dynamic geometry such as sparks, bullet trails, muzzle flashes and lightning arcs. Sometimes it’s possible to off-load the work of simulating these things to the GPU, but there are effects than can’t be done by the GPU alone. These cases usually occur when effects require heavy interaction with level …

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