Archive for January 2009

January 24, 2009

XNA Game Engine Tutorial Series #11: Serialization

One of the big features any useful engine needs is the ability to save its state and the state of its components to file. This is necessary for things like saving a game, but is more useful for things like saving a scene in an editor. C# provides two types of serializer.
The first is a [...]

January 2, 2009

SpriteBatch, Renderstates, and You

It seems like alot of people are having problems when writing their own code for the engine, where they are getting issues with things like texture stretching, transparency, depth buffer issues, etc. Almost always, this is because of SpriteBatch. When you use the SpriteBatch, it changes alot of RenderStates (Engine.Graphics.RenderState.###), and this can mess things [...]