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Blog
Jun 14, 2009 12:10 am
posted by Brian
9
Update : Projects, Brian's Port and Workposted by Brian
9

Sorry about the lack of posts, and lack of pictures. Sometime this summer I'll be switching over to the new layout, as well as adding more features and content; I'll be releasing it all in one package, because I don't want to implement the layout with all the same old stuff, I want to present it with some new stuff.
I didn't really get to provide any pictures thus far of Fluffymancer, but as of this moment that project is something I'd probably rather forget than anything. I at least got something out of it, it just didn't live up to my expectations what-so-ever.
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I started work this week, though I can't really divulge that much information. It's definitely going to tak...Read more
tags: blog c# cs development update xna
Blog
May 08, 2009 05:35 pm
posted by Brian
0
Height Map in XNAposted by Brian
0

This is a height map class that I came up with for the game I'm working on, Fluffymancer. I came up with a newer improved version, so I don't care about releasing this code, since it's going to be retired soon. It works well, but it's not as efficient as the newer version, which uses a VertexBuffer and an IndexBuffer. Feel free to use it, it's efficient, but if you have lots and lots of polygons (lets say more than 160,000 polygons) you need a good computer otherwise you'll have a much lower fps. This isn't as efficient because you have to send the vertices to the graphics card every draw call, where using a vertex buffer you send the vertices to the graphics card once.
Here's the heightmap.cs file:
[code]using System;
using System.Col...Read more
tags: c# cs height map xna
Blog
Mar 30, 2009 09:17 pm
posted by Brian
0
XNA Control Manager - v2 (now Player Manager)posted by Brian
0

This is actually a COMPLETELY NEW version of the Control Manager v1, there is nothing really similar at all. This version was actually inspired by my friend Aaron Schultz after seeing a Control Manager he came up with. Mine doesn't have a lot of functionality right now, more improvements will be coming. Though mine is organized well enough, as it doesn't have nearly as much unnecessary resources and overhead.
Also, this version hasn't really been fully tested; the only thing I've tested is the Keyboard binding, not the GamePad or mouse binding. I don't have a GamePad so I'll have to wait until I can buy one to test my code. This Control Manager right now has simple button presses, it doesn't give you the mouse position, wheel scrolling, resetting t...Read more
tags: c# cs game xna
Blog
Mar 23, 2009 05:34 am
posted by Brian
0
C++ Game Control Manager - v1posted by Brian
0

Hey all, I've been working recently on a code sample in C++ to send to 1st Playable Productions. The code sample is an implementation of a C# in-game dialogue box in XNA with Lua Scripting support. In C#, a control manager is fairly simple, and in C++ it took me a little while to figure out how to do one. This control manager is a little more incomplete than my C# one, because it supports only function pointers, not member function pointers; though it's still perfectly functional, as you can still just call an isKeyPressed method.
Here's ControlManager.h
[code]#pragma once
#include <map>
#include <list>
#include <String>
#include <Windows.h>
#include <iostream>
using namespace std;
//...Read more
tags: cpp game
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This work by Brian Ernst is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License.
