Subscribe to:
Everything
Just Tech

Blog entries in the 'XNA' Category

One of the reasons I’m pleased with the Silverlight version of Legend of the Greasepole is that it represents a reasonably-scaled multimedia application, and therefore a good way to learn about the Silverlight 2 runtime’s performance.
The Silverlight 2 Beta game engine runs rings around the game engine I tried to create using the Silverlight 2 [...]

Read Full Post »

I can’t resist linking to a superb article in the WPF Performance blog on finding memory leaks in WPF-based applications.
Particularly interesting is the section pertaining to Event Handler-based leaks. Here’s the brief summary, from the article:
In general, if you do this:
Foo.SomeEvent += new EventHandler(Bar.SomeMethod)
Then when you done using Bar, but you are [...]

Read Full Post »

Congratulations to Sci ‘11 for their one-hour, 47-minute conquering of this year’s greasepole!
Can we all just take a moment to reflect on the academic year called “Sci ‘11″?  Man, I feel old all of a sudden.
Just for giggles, here’s the current list of achievements for Legend of the Greasepole.  I wonder how the crowd around [...]

Read Full Post »

Just 2 days before her surname will no longer be correct in the credits of the game, here’s my sister Elizabeth, who designed the Frosh character, playing Legend of the Greasepole on the XBox360!

Read Full Post »

I’ve posted Windows and XBox360 versions of Legend of the Greasepole 2007 to the Queen’s EngSoc website!
The new version is built with XNA and includes the following new features:

Controller support for either the mouse or the XBox360 Controller attached to the PC
3D sound 
Modestly enhanced graphics (although we realized it was ultimately a choice between a total revamp [...]

Read Full Post »

… in fact it’s probably happening as I type, but I’m three-and-a-half hours down the 401 in Toronto. Sigh.

A huge thanks to the folks who have beta tested the re-release of the game.  I had hoped to have it ready for today, but I’ve received some great feedback about a few things to tweak, and particularly [...]

Read Full Post »

By my reckoning, it’ll be next Saturday when Queen’s University frosh week will culminate this year for a new batch of fresh-faced Engineering students.  Surrounded by upper-years dyed purple with gentian violet, they’ll struggle to form a pyramid and climb a lanolin-covered pole to liberate a Scottish tam that’s been nailed to its top, and officially [...]

Read Full Post »

Tycho, one of the co-authors of the venerable gaming comic strip Penny Arcade, made some comments about Microsoft and Microsoft bloggers that “Let’s Kill” Dave from Microsoft’s XNA team found objectionable.
To sum up, Dave doesn’t like the accusation that Microsoft bloggers are a “phalanx which encircles the web, [with a collective] position as explicit partisans [...]

Read Full Post »

As part of my Last Stand demo, I showed how to integrate Nintendo’s Wiimote controller into XNA, first to navigate a butterfly around an environment by tilting and rolling the controller, and then to walk a creature across a tightrope wire by holding the Wiimote like a balancing pole.
I won’t be posting the code to [...]

Read Full Post »

You can download the source code from the Ireland’s Call demo here - obviously, this is provided completely free of any guarantees, and smells like code that was whipped together for a demo!  Open the file Game.cs and read the notes at the top if you want to go exploring.
If you’re looking at the code, [...]

Read Full Post »

Next »