I recently received a comment asking for details on the terrain generation algorithm I used in my XNA shoot ‘em up proof of concept. Here’s my edited reply and sample code for anyone interested.
It’s not very complex and it doesn’t do any culling currently because I didn’t find that to be a problem given the […]
XNA doesn’t yet have good support for text render (still?) so since I just got a request for my font rendering code I put some short comments in the header. I think there are other examples of this but this one is completely free and small. Let me know if you have any issues.
XNA BM […]
Posted in xna, austin, dell, laptop, moving on February 2nd, 2007 1 Comment »
So I’ve been in Austin since Jan 15th now and we’re getting settled pretty quickly.
The movement relocation package was good, it took a whole lot of stress of of us and let me basically just hit the ground running at work. More than half our stuff is still in boxes but we don’t care since […]
I haven’t posted music in a long time but I have been quietly working on some tracks. Especially lately as I’m preparing some music and sound effects for a few side projects. So here are a few tracks that are in the works. They aren’t complete yet:
Glitch Form and Movement
Intro to Facts
Tell me what you […]
I finally got around to dumping all of the equipment, monsters and items into a giant spreadsheet. Mind you, this project was written over the span of a few days so there is intentionally very little config files here. The system is still ‘data-driven’ in that there is a good common object model and the […]
Just before the thanksgiving weekend I was talking to my friend/fellow coder/work associate Massimo and he tells me that he wants to write this ’simple’ RPG and having it running before Sunday. Sounds impossible but I told him I want to play whatever he has done. The next day I’m getting a bit frustrated because […]
Posted in game programming, xna on November 29th, 2006 No Comments »
This article explains some details on getting your project setup to render to ’safe’ areas of the screen. This will be more important if you want your game to work on a variety of different TV setups.
Posted in game programming, xna on November 23rd, 2006 No Comments »
I decided to take some notes while I ported my test project to beta 2:
First off 62 build errors.
Class documentation is still sparse. Things are worse now however as XNA is moving further from DX standards, you can’t simply turn to DX docs to fill in missing […]
Posted in game programming, xna, nds on October 31st, 2006 1 Comment »
I’ve found a little time here and there for more XNA coding. I cleaned up a lot of the UI code, there are a number of nice usable components now, Menu, ListBox and Tweaker. Menus can be added to the UI and show up at the top of Window when doing stuff in the editors. […]
Posted in game programming, xna, shmup on October 24th, 2006 5 Comments »
I’ll start this post with some XNA dev screenshots:
When I was very young I did some coding in logo on an apple II. It has a very simple syntax and was fun to experiment with, a little turtle moved around the screen as you entered your program. As I was thinking about how to make […]