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Category Archives: WSUXNA

WSUXNA Engine Code

Written on June 9, 2007 at 2:49 am, by

It’s about time I release the engine I created last fall in XNA. This engine is purely academic, and should be treated as such (i.e. don’t go trying to make your own games with it unless you want to retouch most of the engine). However, it’s fully commented, and I believe the code is both  Continue Reading »

QuadTree (Source Included)

Written on May 6, 2007 at 9:45 am, by

Enjoy this tutorial on Quadtrees, explaining how they work and why they’re useful for collision detection. Includes pictures and source code. Comments are highly appreciated. A Quadtree’s Purpose Your collision detection solution should operate at successively more accurate levels to be effective. Since each successive level is more accurate, deeper levels require more processing time.  Continue Reading »

WSUXNA Part 1 – A Common Design

Written on April 23, 2007 at 2:42 pm, by

Last Fall I took a game design class at my University. Far from design, the class mainly consisted of game programming, with some lectures on design. As part of the class, we were required to program several games, the last game being a large group project. The professor supplied us with two separate engines to  Continue Reading »

Almost at 0.2!

Written on November 3, 2006 at 5:56 pm, by

It’s been a while since my last post – October was ridiculously full of midterms, assignments, etc. I haven’t just been sitting around though, I’ve pretty much made it to version 0.2 of the engine! Here’s what I’ve done: The entire input namespace has been updated to version 0.2 (minus a mouse component), and I’ve  Continue Reading »

Moving in the right direction

Written on September 22, 2006 at 10:00 pm, by

I made a ton of progress in the last week. Along with the Visual Engine mentioned in my last post, I finished the Movement Engine. Considering those were my major goals this week, along with cleaning up the last bits of the engine (which I’m doing tonight/tomorrow), I’d say I’ve made great progress. I made  Continue Reading »

Moving to 3D rendering

Written on September 15, 2006 at 11:00 am, by

I’m part of a University team working with XNA and building a 2D engine around it to support projects in a course. It’s been a lot of work, but it’s also been pretty interesting. XNA is pretty much Managed DirectX redesigned for C#. This includes garbage collection, automatic references and all of the rest of  Continue Reading »