|
Written by Markus Ewald
|
|
Monday, August 23 2010 15:12 |
|
Developers following my twitter feed may already know that in
the past few days, I've been working on a new component for
the Nuclex Framework: Nuclex.Input. This component aims to
solve all problems I ever had with input devices in XNA :)
It's a very simple library that provides input device classes
similar to the ones in XNA (Keyboard,
Mouse,
GamePad),
but instead of 4 game pads, there are 8 (with indexes 5-8 for
DirectInput-based controllers). All input devices
provide events (like KeyPressed and
CharacterEntered on the keyboard or
MouseWheelRotated on the mouse, for example).
Here's a quick run down of the features:
-
Well-behaving keyboard text input
- Honors keyboard layout and system locale
- Supports XBox 360 chat pads
- Very easy to use: just subscribe to an event
-
Support for standard PC game controllers
- Works with any DirectInput-compatible controller
-
Mouse movement with sub-pixel accuracy (postponed)
-
Allows event-based input handling
- Fully type-safe: events instead of message objects
- Only compares states if events have subscribers
- Mouse and keyboard don't have to compare states at all
-
Zero garbage: doesn't feed the garbage collector
Curious? Click on "Read More" to view some code samples!
This component will be in the next release of the Nuclex Framework!
If you want it now: Nightly builds,
Source code (svn)
|
|
Written by Markus Ewald
|
|
Sunday, December 20 2009 19:31 |
|
Series
I'm planning to start a short article series:
There are a lot of XNA tutorials out there that explain the basics -
how to display a sprite, how to do collision detection and how to
render a bunch of colorful particles with additive blending. But there
aren't many articles that explain to you how you're supposed to put it
all together - how to structure a game so that it is easy to extend and
remains manageable when the amount of code begins to grow.
The discipline that deals with this issue is called software architecture.
Like programming, or any other creative process, it relies a lot on
tacit knowledge -
finding a good solution without first running down an alley of dead ends
(that you can identify using the Principles
of Object-Oriented Design) requires a lot of experience.
What I will do in this series is let you look over my shoulder as I design
a small game and try to explain my motivations for choosing one design
over another while I do so. This will give you a solid starting point and
an understanding of the design process that you can apply to your own
game projects.
|
|
Written by Markus Ewald
|
|
Thursday, December 03 2009 18:16 |
|
I just uploaded a new release of the Nuclex Framework on CodePlex!
It has been a lot of work getting the GUI library finalized. For once, I really wanted
to have 100% unit test coverage on the whole library, which meant a lot of work
ensuring the design allowed for this and thinking of all the test cases. But hey,
what other GUI library can provide that level of unit tests! :)
Another feature I didn't want to let go of was control navigation with the game pad
and cursor keys. The idea is that you, the developer, just throw some controls on
the screen and the GUI will automatically figure out which control to change focus
to when the player uses the thumb stick on his game pad. This means you can just add
four buttons labeled "New Game", "Options", "Credits" and "Quit" to your screen
and voilà, you've got a main menu the user can interact with using his mouse,
keyboard or game pad.
|
|
Written by Markus Ewald
|
|
Sunday, November 29 2009 20:35 |
|
Noticed anything different about this website recently?
I just finished a complete overhaul of my website. Because my website design skills are
utterly hopeless, this time I just gave in and bought a finished template that I
had fancied for some time already.
|
|
Written by Markus Ewald
|
|
Wednesday, October 21 2009 18:00 |
|
I just uploaded a new release of my WiX XNA Installer template that has been updated
to XNA 3.1!
If you happen to have a customized installer built on the XNA 3.0 template, fear not,
for the required changes are very small! Use your favorite
Diff/Merge tool and copy over any changes referring to Xna_3_1 into
your existing installer.
I have declared this release a beta because I haven't gotten around to testing it on
all possible operating systems.
|
|
Written by Markus Ewald
|
|
Monday, September 21 2009 20:30 |
|
The Nuclex Framework has been released to CodePlex today!
Instead of only writing about all the cool stuff and then pointing people at my Subversion
repository whenever someone asks for the source code, I finally sat down and published
the entire Nuclex Framework on CodePlex, together with lots of examples, documentation
and screen shots.
The Nuclex Framework consists of small isolated building blocks that you can pick from,
so you can easily use just the things you require and ignore the rest (or even create your
own trimmed-down edition of the framework if you're not worried about doing it all again
when a new version is out).
All the highlights I wrote about in this blog (and quite a lot that I didn't write about)
are neatly organized in there. And the code's quality should hopefully speak for itself :)
Just to list some of the more interesting things, there's a
Deque
collection (faster than List<> and LinkedList<> and much
less garbage), 3D
vector font rendering code, 7-Zip
content compression, a 3D
SpriteBatch equivalent, rectangle
packing algorithms for texture atlas creation, a
flexible
multi-threaded particle system, a
work-in-progress
GUI library with skin support, a cleaner
game
state management system, a debug
overlay renderer and some helpers that allow you to automatically
create VertexDeclarations from a structure without listing the
VertexElements by hand.
So what are you waiting for, check it out! :D
|
|
Written by Markus Ewald
|
|
Sunday, April 19 2009 18:42 |
|
This past week I've been working on my WiX XNA installer template again
because I really wanted to integrate installer generation into my
continuous integration builds. That way, I can hand test versions to
friends without explaining in detail how to get it to run and it's one
less worry I have when I release the game.
After some FAQ reading and some questions on the XNA Forums, I had the
certainty that XNA 3.0 can be deployed with .NET 2.0 only (if you change
your project configurations to target .NET 2.0). This is good news because
the .NET 3.5 installer is huge and, on a fresh system, I've had about a
1 in 10 success quote of the installer finishing without an error, so
my trust in the .NET 3.5 installer is completely shattered.
|
|