Archive for March, 2009
So after the mess of my last post (see the comments for how it all plays out) it seems that while LINQ is really efficient for small data sets, ordering appears to happen at an O(n^2) rate (or close) of speed. Try sticking a list with a few million items in it through that and [...]
Recently there was a question on the XNA forums about finding the closest object to a certain point. Ultimately an answer was given using a for loop that is probably the best route to go. But I was curious about this and decided to try and write a LINQ query that would do the same [...]
One of the things I wanted to tackle for my framework is the idea of dynamically reloading assets that were altered while the game is running. The first step is just laying down the basic idea of how to accomplish such a thing. So here’s my first stab. First we define a common base for [...]
I’m pretty stoked right now. I have my first real render in D3D10. It took me a while to get things set up, but now I’m feeling a bit better. It definitely has shaken some of my conceptions of how things worked in Native Land, but I’m getting there. So far the two main stopping [...]
Don’t have time to write much right now, but I got myself a cornflower blue window running with Direct3D 10 tonight: It’s not much, but at least it means my Win32 message loop is working, and all of my Direct3D 10 initialization is working. I also spent time to make a GameWindow class which handles [...]
One thing about my MVP award that always bugged me is that I’m in the category of “XNA/DirectX”. The problem with that is I really don’t know DirectX at all. Sure XNA is a wrapper on top of it and I played around with D3D9 for all of a week or so a while back, [...]
One of the largest issues with XBLCG submissions is the inability to use any controller with a game. This seems odd to me because it’s such a simple thing to fix and is something that every game should support. I should be able to pick up any controller and operate your game given that I [...]