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This blog is officially closed and will no longer be updated. New posts will be made to my new blog . Thank you for playing Read More...
I have been working with the legal in Microsoft to see if it is possible to convert XNAExtras into a Shared Source project (perhaps on Codeplex ). There is still a bit of work to do on this, but I'm hopeful that something can be worked out. Opening it Read More...
My apologies for the lack of any real content on this site for the past month or so. I've been rather busy doing non-game related activities, many of which center around making preparations to start a new job outside of Microsoft. It's been a lot of fun Read More...
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Normally, my list of publications lives on http://research.microsoft.com/~garykac , but since that page may be disappearing soon, here is a list (as of 1 December 2006 - with links to papers when available). Publications G.Kacmarcik, M.Gamon Obfuscating Read More...
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This is a minor update: Beta2 update (ContentManager) Minor bug fix with TextBoxes not deleting their backgrounds. Initial stab at compiling for the 360 (by #ifdef'ing references to Texture2D.FromFile so that they can be removed easily) Temporarily remove Read More...
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Attachment(s): XNAExtras (1201).zip
I had a request to add an option to expand each glyph with padding pixels, and I'm finally getting around to doing it. To add n pixels of padding around each glyph, you can now use the glyph pad option: -gpad n . If you only want padding in the x or y Read More...
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Attachment(s): bmfontgen (1119).zip
As you've probably surmised from the last post, I seem to be somewhat loose in my interpretation of "later this week". Attached is an updated version (finally!) of the BitmapFont.cs class along with its corresponding demonstration project. Note that this Read More...
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Attachment(s): BitmapFont update 061118.zip
This is a heads-up that the current release of XNA Extras requires some changes before it will work with the newly released XNA Game Studio Express Beta 2 . I'm hoping to find some time later this week (yes, I know it's already late in the week) and get Read More...
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The latest release of XNAExtras added support for sprite collisions, and allows the collision detection to be either bounding box (bbox) or pixel based. This is settable per sprite - some sprites can use bboxes and others can use pixels. The sprites will Read More...
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Major addition for this version: collision detection has been added to XSpriteManager. Both bounding box and pixel based (mix-n-match sprites of different types). Also boundary collisions. These are demoed in the bouncy CollisionDemo example: From the Read More...
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[I had intended to write up a small post about my project earlier, but didn't get the chance until now. Hopefully, you'll find it at least part of it interesting. -Gary] Being in the Natural Language Processing group here in Microsoft Research, and being Read More...
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In the previous post , I talked about creating border art and using it in your game. One problem with the approach shown is that the description of the texture contents - the sprite locations and boundaries - is stored in the game code. This means that Read More...
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The XNAExtras.Border class provides a general border mechanism for UI elements. While currently only the XNAExtras.TextBox class makes use of it, future releases of XNAExtras will include Menus and perhaps some other elements that will be built on top Read More...
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This release includes a bunch of small enhancements and bug fixes. The only major class addition is XSpriteGroup, which allows you to manipulate a group of sprites as a single unit. From the release notes: (XML Schema) Added XML schema definition (XSD) Read More...
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Well, you don't have to really. Or maybe you're already dealing with depth and you don't realize it. To recap: There are two ways of controlling sprite "depth". The first is to use the SpriteBatch.Draw methods that allow a layerDepth parameter. The second Read More...
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