Andrew Russell

Brisbane, Australia

andrewrussell.net

Hi! I am Andrew Russell. I'm an indie game developer from Australia. I'm a Microsoft MVP for XNA/DirectX.

Visit my blog at AndrewRussell.net or follow me on Twitter @_AndrewRussell.

Spending too much time procrastinating on Stack Exchange? Or wish you could block the Internet for a while, but need to whitelist Stack Exchange? Check out my Kickstarter: Connect for a Reason.


My current game dev project is Stick Ninjas A 2D multiplayer platformer-shooter. I'm doing a weekly DevLog video series about it, which you can watch on YouTube.

My previous projects include:

  • ExEn, a cross-platform port of XNA that runs on iOS, Android and Silverlight
  • Light Blocks: cross-platform falling-block game to demonstrate ExEn
  • Dark: A 2D physics-platformer with fancy lighting effects (PC and Xbox 360)
Dec
15
comment raise an event when an object appears using HLSL and XNA
The code you've got there is for outputting data to the screen. You need to be doing your "object appears" test at an earlier stage. Probably using depthData and whatever data is being used to create the middle image (ie: your object positions).
Nov
29
comment Is there some standard functionality in XNA to efficiently implement a 2D Camera on a large world
@KyleBaran I probably meant (I'm guessing, because the answer is 4 years old) that you don't have to do a remove/insert operation every frame. You'd only re-bucket if the bucket changed. Relating to the original question: even if insert is a "slow" operation, you don't have to do it every frame, so performance may be acceptable. A "loose quadtree" is the data structure you describe - it's a valid data structure - requires even less updating. It would be the next step up in complexity, so continuing the theme from the answer: you wouldn't do that unless you really needed to.
Nov
28
awarded Notable Question
Nov
23
answered Loading content into an Winforms/XNA Editor's content project
Nov
17
awarded Nice Answer
Nov
17
answered How to find path in graph without crossing the walls?
Nov
12
awarded Necromancer
Nov
8
awarded Good Question
Nov
8
awarded Popular Question
Nov
4
awarded windows-phone-7
Oct
29
answered Can I ask a question with an answer in mind that recommends a specific service?
Oct
24
answered c# Unity - Matrix output incorrect on vector rotation
Oct
20
comment How to move vertices of matrix in order to cast a 2d shadow?
You should probably post a picture that shows what you are trying to achieve. "Affine" is a category of transformations (including things like rotation, translation), whereas "skew" is a specific type of affine transformation. See this answer for a discussion of how to create a skew matrix.
Oct
19
comment Why does GameComponent have an Initialize() method?
I'm not sure I fully understand the question. When GraphicsDeviceManager(this) runs, where this is a reference to Game, it inserts itself into the given Game.Services as both IGraphicsDeviceService and IGraphicsDeviceManager. This is how Game.Run is able to find the GDM to set up the GraphicsDevice. If you were so inclined, you could provide your own implementations of those two interfaces, and Game would work as expected. You could even skip Game all together and initialize GraphicsDevice yourself.
Oct
19
answered Why does GameComponent have an Initialize() method?
Oct
15
comment Incrase framerate in XNA
@Subsequent See this answer for how GraphicsDeviceManager works: stackoverflow.com/a/11287316/165500 (it's about resolution, but it applies to all settings, including vsync).
Oct
15
revised Something other than Vertex Welding with Texture Atlas?
deleted 1 character in body
Oct
13
comment Emit light from items
Maybe a post a mock-up screenshot that shows what kind of effect you want to achieve?
Oct
13
answered Creating a Player object in a physics engine
Oct
9
answered Use of SpriteFonts without installing on host machine
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