development
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2D collision detection: Performance by indexing in a grid
Indexing is a great way to imrpove the performance of your collisions detection. If you have a lot of object that can collide with each other, it's good to have an index so you don't have … more
Generating dungeons, Part 4: Connecting the rooms
If you've missed any earlier parts of this series, head over here to find them.
This part of the series discussed some various connections between rooms. I don't need to tell you … more
Generating dungeons, Part 3: A square room
If you've missed any earlier parts of this series, then you can find them here.
This part of the article talks about the rooms in a dungeon. There are many possibilities when it comes to … more
Generating dungeons, Part 2: Entities and definitions
This article summarises and explains the different generators and entities involved in the generation of the random dungeon. This is the second part of the dungeon generating series. If you … more
Generating dungeons, Part 1: The basics
This part of the article talks about the basic concepts and entities of generating a dungeon. The dungeon generator discussed takes the viewpoint based on rooms which are connected in … more
High end performance optimization on Xbox and Windows Phone 7
Ian Nicolades has posted a good article on performance optimization. This should be read by everyone! =) more
Tips on making your own game : Part 1
This is my experience so far on making and releasing your own game. There's more to it than just writing code. It's about how you write it and what not to write. And it's about having a … more
ImageBrush for a BackGround grid in WPF
I've added a grid for my level editor and it was fairly simple once I understood how everything works together. I tried to use a DrawingBrush first, but it didn't work. When I reverted to … more