Sign In
MSDN Blogs
Microsoft Blog Images
More ...
Shawn Hargreaves Blog
Links
Shawn's Homepage
Twitter @shawnhargreaves
Common Tasks
Blog Home
Email Blog Author
RSS for posts
RSS for comments
Legal
using Microsoft.Disclaimer;
Disclaim("This is my blog");
Disclaim("I am not Microsoft");
Disclaim("I speak for myself");
Disclaim("All rights reserved");
June, 2009
Index
Categorized index of old blog posts
Recent Posts
Generic network prediction
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
Ashu's new blog: sound effects and video encoding
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
Game State Management and menu sounds
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
Game State Management and glitch free loading
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
Game State Management and DrawableGameComponent
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
Archives
Archives
January 2012
(2)
December 2011
(3)
November 2011
(2)
October 2011
(6)
July 2011
(2)
June 2011
(1)
May 2011
(3)
April 2011
(10)
March 2011
(6)
February 2011
(3)
January 2011
(3)
December 2010
(6)
November 2010
(8)
October 2010
(9)
September 2010
(14)
August 2010
(5)
July 2010
(9)
June 2010
(6)
May 2010
(7)
April 2010
(14)
March 2010
(17)
February 2010
(11)
January 2010
(2)
December 2009
(4)
November 2009
(5)
October 2009
(4)
September 2009
(3)
August 2009
(3)
July 2009
(8)
June 2009
(15)
May 2009
(9)
April 2009
(6)
March 2009
(6)
February 2009
(5)
January 2009
(5)
December 2008
(5)
November 2008
(5)
October 2008
(6)
September 2008
(9)
August 2008
(8)
July 2008
(4)
June 2008
(3)
May 2008
(6)
April 2008
(9)
March 2008
(4)
February 2008
(2)
January 2008
(4)
December 2007
(12)
November 2007
(6)
October 2007
(6)
September 2007
(7)
August 2007
(4)
July 2007
(7)
June 2007
(6)
May 2007
(5)
April 2007
(11)
March 2007
(18)
February 2007
(3)
January 2007
(9)
December 2006
(14)
November 2006
(8)
September 2006
(3)
August 2006
(7)
MSDN Blogs
>
Shawn Hargreaves Blog
>
June, 2009
Subscribe via RSS
Sort by:
Most Recent
|
Most Views
|
Most Comments
Excerpt View
|
Full Post View
Shawn Hargreaves Blog
Generic network prediction
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
11
Comments
Government Health Warning: this post contains more C# than English! My AppWeek game used code from the Network Prediction sample to smooth the movement of remotely controlled avatars, tanks, and hoverships. To support three types of entity with varying...
Shawn Hargreaves Blog
Ashu's new blog: sound effects and video encoding
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
0
Comments
My colleague Ashu has a blog where he talks about SoundEffect changes and how to encode videos for XNA Game Studio 3.1 . He brews a mean IPA, too...
Shawn Hargreaves Blog
Game State Management and menu sounds
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
5
Comments
I wanted to add menu sounds to the Game State Management sample code I used in my AppWeek game , to make it play small clicks when changing the menu selection and bigger clicks when moving from one screen to another. Menu selection sounds were easy: add...
Shawn Hargreaves Blog
Game State Management and glitch free loading
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
1
Comments
I think the core architecture of the Game State Management sample is really solid, but the specific screen implementations included with it are a little more placeholderey. We figured most people would reskin or replace the individual screens, so we concentrated...
Shawn Hargreaves Blog
Game State Management and DrawableGameComponent
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
10
Comments
I used the Game State Management sample as a basis for my AppWeek game . I also used several samples that are implemented as a DrawableGameComponent ( bloom , lensflare , 3D particles ). Herein lies a dilemma: Components are global to the entire game...
Shawn Hargreaves Blog
Content Pipeline types (updated)
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
7
Comments
My colleague Ito pointed out that my diagram showing the flow of types through the Content Pipeline was a little out of date, and was kind enough to update it to include the more recent audio and video types:
Shawn Hargreaves Blog
AppWeek: level editing
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
0
Comments
I created the levels for my AppWeek game using Paint.NET and a variant of the TerrainProcessor from the Heightmap Collision with Normals sample. I wanted hills and valleys in specific places, so I drew a crude approximation in Paint.NET. I started with...
Shawn Hargreaves Blog
More AppWeek
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
2
Comments
My colleague Brandon writes about his Avatar Boxing AppWeek game , which was oh so much more funnier than mine...
Shawn Hargreaves Blog
AppWeek
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
7
Comments
Toward the end of every Game Studio development cycle, we schedule some time to down tools, install the latest daily build, and use it to make a game. This serves as a sanity check ( does our product actually work? ) and also a learning exercise ( what...
Shawn Hargreaves Blog
SoundEffect changes in XNA Game Studio 3.1
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
5
Comments
One of the few breaking API changes between Game Studio 3.0 and 3.1 concerns the SoundEffect.Play method. There are two different scenarios for playing sound effects: Fire & forget is when you want to trigger a sound, then not have to worry about...
Shawn Hargreaves Blog
Pumping the Guide
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
12
Comments
I've never been happy with the design of the XNA Framework Guide methods. I want to write code like this: int ? button = Guide.ShowMessageBox( "Save Game" , "Do you want to save your progress?" , new string [] { "OK"...
Shawn Hargreaves Blog
MotoGP: LOD selection
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
6
Comments
So there we were with our bikes and track sectors tessellated at three levels of detail (LOD). How do we choose which LOD to use for each model? Naive version : measure distance from the camera. This works fine if your field of view is constant, but our...
Shawn Hargreaves Blog
MotoGP: mind the gap
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
4
Comments
I keep thinking I'm done writing about MotoGP, but then more topics occur to me. And then I think, is this just self indulgent rambling through the meadows of nostalgia? "Here's a tall tale from back when I was a lad, when computers were still programmed...
Shawn Hargreaves Blog
MotoGP: curved surfaces
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
1
Comments
The bikes and tracks in MotoGP were built using a type of curved surface called a Bezier patch . We originally developed this technology for Playstation 2, and although I never shipped any games using it on that hardware, I still have fond (?) memories...
Shawn Hargreaves Blog
MotoGP: The Price Is Right
Posted
over 3 years ago
by
Shawn Hargreaves - MSFT
4
Comments
Most game design documents include a resource budget section, where you are expected to write things like " my AI will use 5% of the CPU and 1.5 megabytes of RAM ". This is bulls**t, and intellectually dishonest. It is simply not possible to...
Page 1 of 1 (15 items)