4
votes
1answer
331 views

Material System

I'm designing Material/Shader System (target API DX10+ and may be OpenGL3+, now only DX10). I know, there was a lot of topics about this, but i can't find what i need. I don't want to do some kind of ...
1
vote
1answer
164 views

When to use GameComponents?

I know what it is and I'm using it as a frame counter for example. But when should I use it? Does it make sense to say "I make all the input handling happen in a gamecomponent"? Is it flexible enough ...
0
votes
1answer
139 views

xna creating game stage management contrls

I am under planning stage of my game where I am creating controls for my game. I have create below control for stages but have no idea how this we can achieve in xna. Please also help me with your ...
0
votes
1answer
195 views

Xna “Game.Run” method appears to be using up a lot of resources in my game, is this normal?

The question really is in the heading, but i have been using the visual studio profiler to optmisie my game, i have noticed that the game.run method is eating through 93.6% of the overall game ...
1
vote
2answers
210 views

How to store different abilities in player class?

So, I have a player class with basic actions. During the gameplay he unlocks new abilities. I don't know how to store new actions within the player class. To be precise - I know how, but my method ...
1
vote
4answers
471 views

What is a good way to load more than a million images for a collectible card game?

I'm using C# with MonoGame and I'm wondering what would be an efficient way to load more than a million card images for a collectible card game. More cards would be continuously added in future ...
5
votes
4answers
1k views

Retrieving components from game objects (entities)

Using C# and XNA 4, I've made the decision to go for an entity-component based design for my game after reading such posts as this and this, but I'm now struggling to find how to retrieve components ...
4
votes
1answer
330 views

XNA Moddable Game - Architecture Design and Reflection

I've decided to embark on an XNA moddable game project of a simple rogue style. For all purposes of this question, I'm going to not be using a scripting engine, but rather allow modders to directly ...
4
votes
3answers
223 views

Efficient Algorithm for Recording gameplay's objects positions

So, I have a game idea in mind, and for that I need to record the game around the player. I'me not talking about recording it as video, but rather recording the scene objects, and their positions ...
3
votes
3answers
716 views

Snake Game Help

I am making a snake game and learning XNA at the same time. I have 3 classes : Game.cs, Snake.cs and Apple.cs My problem is more of a conceptual problem, I want to know which class is really ...
1
vote
2answers
195 views

Is 2 lines of push/pop code for each pre-draw-state too many?

I'm trying to simplify vector graphics management in XNA; currently by incorporating state preservation. 2X lines of push/pop code for X states feels like too many, and it just feels wrong to have 2 ...
2
votes
1answer
228 views

2D scene graph not transforming relative to parent

I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine. The problem I have right now is my rendering doesn't seem to be working properly. ...
0
votes
2answers
274 views

Designing a “Grid” like object that contains game objects

I am working on a 2D game, where there's a game "board" on which other game objects are placed. This this is 2D, my starting point was to design a class that will internally use a 2d array for the ...
2
votes
2answers
147 views

Handling of data sharing between framework module

I am currently developping a 3D game using C# / XNA 4.0 and i am currently thinking about how i should structure my game. The actual game is in fact not really important as the framework i am working ...
3
votes
0answers
418 views

Any recommended books/resources on component-based design? [closed]

I come from a background with heavy use of the classical object-oriented paradigm for software development. The company I am a part of switched to Unity not too long ago, and we're all very excited ...

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