Cornflower Blue

LostGarden

One of the blogs I read regularly is LostGarden. It’s got a lot of great info about game design, and...

Author: etayrien Date: 11/07/2008

Audio input and output formats

We've had some questions about what audio formats the XNA content pipeline can take as input, and...

Author: etayrien Date: 09/21/2008

You are hearing me talk.

The powers that be have just posted slides and WMA audio recordings from GameFest! Here’s some...

Author: etayrien Date: 09/02/2008

SoundEffect APIs in the CTP

We've just released the Community Technology Preview (CTP) of Game Studio Version 3.0. If you...

Author: etayrien Date: 05/07/2008

Content Importers

If you've thumbed through the links in my last post on this subject, hopefully you'll have a bit...

Author: etayrien Date: 02/21/2008

As I wrote the other day, I'd like to help out people that are having trouble understanding the...

Author: etayrien Date: 02/15/2008

What's the Most Confusing Part of the Content Pipeline?

I've started to look through some of the feedback from our recent survey, and noticed that there's a...

Author: etayrien Date: 02/05/2008

Extending the ContentManager for Models

I don't know about everyone else, but usually the first thing I do after loading models is loop over...

Author: etayrien Date: 05/02/2007

SwampThingTom on Performance Analysis:

Interesting read on SwampThingTom's blog today. I'd never heard of the NProf tool before, but the...

Author: etayrien Date: 04/19/2007

Foreach and Garbage, Part 2

As promised, here's a bit more about foreach and garbage. Last time I wrote about the Windows...

Author: etayrien Date: 04/18/2007

Optimizing for Readability

About a week ago, Shawn wrote a post about different types of code, and how he designs them. In a...

Author: etayrien Date: 04/06/2007

Opaque Data From Max and Maya

This post is kind of a brain dump from notes I made to myself, so apologies in advance if it's not...

Author: etayrien Date: 03/21/2007

Foreach, Garbage, and the CLR Profiler

I've been doing a lot of thinking lately about foreach, and in what situations it may or may not...

Author: etayrien Date: 03/16/2007

First Person Shooter Cameras

So, it's been a long time since my last post. Sorry about that. We've been busy lately, which should...

Author: etayrien Date: 02/02/2007

Alpha Blending, Part 3

Ok, in this post I'll talk about additive alpha blending. This time for sure, I promise. In part 2 I...

Author: etayrien Date: 12/18/2006

Oops!

A reader pointed out that I had made a mistake in my last post about game structure. I suggested...

Author: etayrien Date: 12/18/2006

Basic Game Engine Structure

I've seen a couple of posts on the forums asking what the best way to structure a game is. For what...

Author: etayrien Date: 12/12/2006

Alpha Blending, Part 2

Rough Sorting Last time I explained how “normal” alpha blending works, and why the objects should be...

Author: etayrien Date: 12/12/2006

Alpha Blending (Part 1)

When I was first learning game programming, I remember alpha blending being a bit of a mystery. I...

Author: etayrien Date: 12/07/2006