Never released game design and prototype #2 : DJ Machine

This is the second post of the series, you can read the introduction of the series in the first post. Project 13 I will talk about a prototype called “DJ Machine” (Project 13), that I started while Spring Up Harmony (PC X360) was being approved for Xbox Live Indie Games. I was looking for something… Continue reading Never released game design and prototype #2 : DJ Machine

Yes, multi-threading in XNA/C# can be that simple!

Multi-threading is often causing problems for multiple reasons: synchronization, deadlocks, concurrent access to memory… But with my recent experience with multi-threading in XNA/C#, you can really do simple and efficient optimizations. While looking for possible performance improvements in Spring Up Harmony for Xbox 360 (PC), I have seen a simple situation really suited for multi-threading.… Continue reading Yes, multi-threading in XNA/C# can be that simple!

On-screen profiling for XNA

A few days ago, I read an article called Among Friends: How Naughty Dog Built Uncharted 2. The interesting screenshots on the third page gave me the urge to create what I call an “on-screen profiling” tool for Spring Up XNA. I talked before about profilers and how to use them to find which sections… Continue reading On-screen profiling for XNA

First Screenshot of Spring Up! on XNA

Here is the first screenshot of Spring Up! XNA. It was made using a windows build of the XNA project. Click to Enlarge This screenshot was taken two days ago, just before starting to work on the game and physics code. Here, the rendering components and textures are properly imported to XNA. Background generation is… Continue reading First Screenshot of Spring Up! on XNA