Tag Archive: xna

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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Sep
13
2010

MVC in Games

UML diagram of the monolithic design approach to IslandWar
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 expose too much of its internal data just so the view could keep track of …

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Sep
02
2010

Input Mocking in XNA

UML diagram of the design for the Nuclex Input library
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 the effort of mocking the entire input manager (versus just one input device) on an …

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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

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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Jan
19
2010

Game Architecture Day 2

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 knowledge about objects and design, so I settled on a quick run-over of the principles …

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Dec
25
2009

Game Architecture Day 1

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. Instead of focusing on a single concept, we’ll be focusing at how it all comes …

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Dec
20
2009

Game Architecture Series

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 colorful particles with additive blending. But there aren’t many articles that explain to you how …

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