Craftwork Games

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Ah right. I understand where you're coming from now. The way I imagine it working is that you're pre-calculating the positions of all the characters in the chatbox by giving...

Thanks @Scellow. Definitely worth looking at. I don't know how many times I've used LibGDX for inspiration. In many ways, LibGDX and MonoGame.Extended are similar libraries.

> The only real question is how to get x characters from the string without making garbage. That's actually pretty easy. The renderer simply loops over all the characters in...

> I figured that'd be slow, but I guess that's what it does anyways via spritefonts and bitmapfonts, ehh? Drawing lots of sprites is what a `SpriteBatch` is good at....

> You mentioned renderers, which ones do you have in mind? `Spritefont` and `BitmapFont` are not renderers. They are the models. The current renderer uses `SpriteBatch` via an [extension method](https://github.com/craftworkgames/MonoGame.Extended/blob/develop/Source/MonoGame.Extended/BitmapFonts/BitmapFontExtensions.cs#L30)...

I think we need a little more context here. What are you talking about exactly?

I really like that picture for illustrating the point. Pasting it here. ![image](https://cloud.githubusercontent.com/assets/3201643/20882379/64f6d63a-bb2c-11e6-9292-97fee58c1e18.png)

> standard method of collision detection is now multi-sampling. My assumption is that multi-sampling comes with a performance penalty but that would only be a concern if you're trying to...

@polly5315 multi-sampling is defined in [the N tutorial](http://www.metanetsoftware.com/technique/tutorialA.html). > --= multisampling =-- > A much simpler alternative to swept tests is to multisample; instead of performing a single static test...

I've been working on this collision detection stuff and I've got a very basic implementation working in the sandbox. I'm not really happy with the design yet. I also ran...