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...
View ArticleGame 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...
View ArticleGame 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...
View ArticleUsing 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...
View ArticleTo GameComponent or not to GameComponent
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,...
View ArticleQuo Vadis, Input System?
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...
View ArticleInput Mocking in XNA
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...
View ArticleMVC in Games
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...
View ArticleDynamicVertexBuffer 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...
View ArticleXNA 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)....
View ArticleTargeting Win32 and WinRT/Metro at the Same Time
I’ve seen some developers assume that if you write an App for WinRT/Metro, you have to write it exclusively in C++/CX, a variant of C++ with lots of Microsoft-specific extensions. In reality, you only...
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