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Of Tombstones and Handedness (and Some Other Stuff)
Several things have moved from my TODO list to my DONE list where Nucleus is concerned, and I’ve learned a few useful things along the way. In keeping with the current trend in this blog, I’m going to share the … Continue reading
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Designing Nucleus: Title Screen Part Deux
Short one today, because there isn’t much to say, but it’s just enough to be worth writing about. I took another pass at the title screen last night—mostly just changing out the buttons for new ones and a couple of … Continue reading
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Designing Nucleus: Odds and Ends and the Title Screen
Today I took a break from working on gameplay code to get a little distance from the details and break up the sort of tasks I’m doing at any given point in time—this also keeps me from having a lot … Continue reading
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Designing Nucleus: On Platform Constraints
So, I feel I’ve been talking a lot about code lately, especially for someone that claims to be a game designer. This isn’t a bad thing—after all, I have to write the code myself, and designers really should, in my … Continue reading
Posted in Game Design, Nucleus, WP7, XNA
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More XNA/WP7 Performance Stuff: Yes, More of that Mess
Yep, more little fiddly coding bits today. I’m very sorry. Today it’s a bit more about optimization and keeping code clean and quick-running from the perspective of someone that is admittedly not extremely good at it, but is trying very … Continue reading
Cross Dot Input… Wait what?
Another little snippet of wisdom from adventures in WP7 and XNA. Today it’s a useful little bit of trig for dealing with a particular input case… which is likely to be fairly common on a phone touchscreen, among other places. … Continue reading
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Stacks of Heaping Garbage Everywhere – Garbage Collection, Performance, and You
Ah, garbage collection. One of the high (and also low, low, low) points in favor of/against managed solutions like C#/XNA. High, because it frees you from having to lose sleep at night over your pointers and allocation and memory leaks … Continue reading
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