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Nick Gravelyn's Blog
on XNA Game Studio and game development
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Nick Gravelyn's Blog
Change in UIElementRenderer behavior and update to UIElementRendererHelper
Posted
over 2 years ago
by
NickGravelyn
0
Comments
A while I back I posted about a UIElementRendererHelper class I had made to simplify life when mixing Silverlight and XNA Framework rendering in Windows Phone 7 Mango. Since then we've shipped an update or two to the tools and along with those has come...
Nick Gravelyn's Blog
Simplifying UIElementRenderer usage for full-page scenarios
Posted
over 2 years ago
by
NickGravelyn
1
Comments
UPDATE: Please see this new post regarding UIElementRendererHelper as it includes a newer version of the code that is better suited for Windows Phone 7.1 SDK RTM. With the new Windows Phone Developer Tools 7.1 Beta you can combine Silverlight and XNA...
Nick Gravelyn's Blog
WPF Hosting for XNA Game Studio 4.0
Posted
over 2 years ago
by
NickGravelyn
11
Comments
A while back I wrote up a method for rendering XNA Game Studio 4.0 content inside of a WPF window. My method involved using a render target and doing a CPU transfer of those bits into a WriteableBitmap. This method had some pros and cons: Pros: ...
Nick Gravelyn's Blog
MediaPlayer changes in XNA Game Studio 4.0 for Windows Phone
Posted
over 2 years ago
by
NickGravelyn
16
Comments
MediaPlayer, the interface for playing music on Windows Phone, is seeing some small tweaks that can affect applications. These changes are visible in the emulator that comes with the January update to the Windows Phone Developer Tools and will become...
Nick Gravelyn's Blog
‘using’ IDisposable objects
Posted
over 3 years ago
by
NickGravelyn
17
Comments
This isn’t fully game related, but I see so many people posting code on forums that looks like this: Stream stream = storageContainer.CreateFile( "MyFile.txt" ); StreamWriter writer = new StreamWriter (stream); writer.Write( "Stuff"...
Nick Gravelyn's Blog
Build-time content pipeline usage in Windows games
Posted
over 3 years ago
by
NickGravelyn
3
Comments
One of the problems that some folks have hit in XNA Game Studio 4.0 is not being able to use the build-time content pipeline assemblies in their Windows games. Generally this is desired when developers are trying to save out an object using the IntermediateSerializer...
Nick Gravelyn's Blog
What storage is right for me?
Posted
over 3 years ago
by
NickGravelyn
2
Comments
Developers moving across all three of the platforms supported by XNA Game Studio might find themselves working with their storage code to create a single codebase that works across all three. One of the main confusions can be the issue of what actually...
Nick Gravelyn's Blog
Encoding and decoding images in XNA Game Studio 4.0
Posted
over 3 years ago
by
NickGravelyn
0
Comments
In previous releases of XNA Game Studio, there were the Texture2D.Save and Texture2D.FromFile methods for encoding and decoding images, but they only worked on Windows. In XNA GS 4.0, we introduced a few new methods: Texture2D.SaveAsPng, Texture2D.SaveAsJpeg...
Nick Gravelyn's Blog
Don’t build more than what you need
Posted
over 3 years ago
by
NickGravelyn
1
Comments
One of the more abstract lessons I learned through making my AppWeek game was to build for the current project. I am, in my spare time, trying to build what one could call a 3D game engine. I’ve been (very) slowly building up code in various areas that...
Nick Gravelyn's Blog
Don’t reinvent those wheels
Posted
over 3 years ago
by
NickGravelyn
5
Comments
Still continuing on about my AppWeek game , another bit that really helped me out was leveraging existing code for pieces of the game I didn’t really know how to make in a short time. While I do have a decent amount of generic code I’ve accumulated over...
Nick Gravelyn's Blog
Batch your polygons
Posted
over 3 years ago
by
NickGravelyn
2
Comments
Continuing my little series on how I created my AppWeek game , let’s talk about triangles, specifically those that make up a level. When working on a 3D game, you’ll more than likely reach a point where you need to optimize your rendering. You’re either...
Nick Gravelyn's Blog
The delights of DualTextureEffect
Posted
over 3 years ago
by
NickGravelyn
5
Comments
When I started on my AppWeek game , I wanted to build the game using the Reach profile as much as possible so I could more easily reuse the graphics part on Windows Phone. I was pretty close; the only piece of my game that didn’t directly convert to Windows...
Nick Gravelyn's Blog
My AppWeek 2010
Posted
over 3 years ago
by
NickGravelyn
3
Comments
As Shawn blogged yesterday , we wrapped up AppWeek last week and got to see a lot of cool games from the team. I put in a bit of overtime on my game and ended up with a split-screen first person shooter on PC and Xbox 360 and a single-player tech demo...
Nick Gravelyn's Blog
I helped ship XNA Game Studio 4.0
Posted
over 3 years ago
by
NickGravelyn
12
Comments
Allow me to be a bit nostalgic here for a post. It’s December 2006 and I’m a college kid in Grand Rapids, Michigan. XNA Game Studio Express was just released and promised the opportunity to make games more easily with C# and an API built for rapid creation...
Nick Gravelyn's Blog
Rendering with XNA Framework 4.0 inside of a WPF application
Posted
over 3 years ago
by
NickGravelyn
19
Comments
First some prefaces: This isn’t any official solution to embedding XNA Framework graphics inside a WPF application. This is simply my personal attempt at making it happen. The code here might not be the most optimized, but it certainly gets the job done...
Nick Gravelyn's Blog
Storage in XNA Game Studio 4.0
Posted
over 3 years ago
by
NickGravelyn
4
Comments
With the recently released beta of XNA Game Studio 4.0, one of the new changes you may have seen is the updates to the Storage namespace of the framework for Windows and Xbox 360. While it’s all still StorageDevice and StorageContainer, you will see that...
Nick Gravelyn's Blog
Landscape mode in Windows Phone Developer Tools
Posted
over 3 years ago
by
NickGravelyn
1
Comments
Remember that thing I said about simulating landscape mode in the emulator? Forget about it. With the release of the Windows Phone Developer Tools Beta, I’m pretty excited to say that landscape is now natively supported by the emulator so all you have...
Nick Gravelyn's Blog
Touch gestures on Windows Phone 7
Posted
over 3 years ago
by
NickGravelyn
22
Comments
Update: My gesture sample is also now available for download which shows an example of mixing awesome gestures with awesome cats. You can find that here: http://creators.xna.com/en-us/sample/gestures In the Windows Phone Developer Tools Beta released...
Nick Gravelyn's Blog
Simulating landscape mode with the Windows Phone Developer Tools April CTP
Posted
over 3 years ago
by
NickGravelyn
5
Comments
The current CTP for the Windows Phone Developer Tools does not include the final scaling/rotation logic that will automatically handle orientation for XNA Game Studio games. Because of this it can be hard to start working on a landscape game for Windows...
Nick Gravelyn's Blog
Platform and Configuration Selection in Visual Studio 2010 Express for Windows Phone
Posted
over 3 years ago
by
NickGravelyn
0
Comments
Update: D’oh. I just now realized that Michael beat me to this topic five days ago. You can see his version on his blog: http://klucher.com/blog/expert-settings-for-multiplatform-development . One thing most XNA Game Studio developers are likely missing...
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