I believe there is⌠Search-button on the top-right next to your image and the burger-button.
Then tick the âsearch this topicâ checkbox. Voila.
AH, no way, more than 3 years here and never ever done a search while in a post lol THANK YOU!
EDIT
I suppose being partially blind doesnât help either lol
Always glad to be of service
This was so cool i have to post it somewere lol.
I found this snippet below.
When trying to figure out how to do a compile time type inference on another instance and store it. When within a derived class that is inheriting from a abstract base. Which meant the former had to take a unknown generic type and hold it at compile time while still acting like a proper derivitive of the abstract base. So that it could still be a child or parent node of any other type that derived from the abstract type or act as one itself.
Crazy anyways.
This helped a lot.
// infer type without reflection.
public static class TargetTypeInferenceExtension
{
public class TargetType<T>
{
public T Target { get; set; }
public TargetType(T wrappedInstance)
{
Target = wrappedInstance;
}
}
public static TargetType<T> GetTarget<T>(this T itemInstance)
{
return Create(itemInstance);
}
private static TargetType<T> Create<T>(T itemInstance)
{
return new TargetType<T>(itemInstance);
}
}
Thanks to joe.
http://joelabrahamsson.com/a-neat-little-type-inference-trick-with-c/
Not MonoGame-based, but I found this tool excellent. It allows you to detect in compile time all kinds of boxing and memory allocations.
I havenât been able to make it work with VS2017, but works very well with VS2019.
Adding this here as I really need somewhere to find that 16 player video
Something that some may find useful:
SIMPLE AABB VS AABB COLLISION DETECTION
https://studiofreya.com/3d-math-and-physics/simple-aabb-vs-aabb-collision-detection/
BASIC PRIMITIVES
https://studiofreya.com/3d-math-and-physics/basic-primitives/
COLLISION THEORY
https://studiofreya.com/3d-math-and-physics/collision-theory/
Seems Riemers is having database connection issues, since December or so.
You can access archives of it here:
https://web.archive.org/web/20191127191400/http://riemers.net/
Another not MG specific but useful none-the-less:
A useful hidden gem for my fellow UWP/XBOX devs:
Throwing a copy of a thread post from earlier tonight, relating to water:
Something that came up:
This was a fun accidental find: [Spanish]
Found via this video:
Search phrase:
https://www.bing.com/search?q=xna+stencil+water+effects&cvid=51c9c2acc5c94161bda6abe180674643&pglt=43&FORM=ANNTA1&PC=U531
Sadly this is a dead link:
Relating to FX searches:
https://www.bing.com/search?q=xna+fx+water+&qs=n&form=QBRE&sp=-1&pq=xna+fx+water+&sc=0-13&sk=&cvid=1FC12634BD83472D9775BFD652650CBD
Something interestingâŚ:
Will add these links to my links thread⌠some interesting stuff thereâŚ
Hope these help somewhatâŚ
Some helpful stuff for using markdown code bbcode stuff
Old but nice!
https://www.youtube.com/watch?v=MqyrCM1kIL8&list=PL94004E6E18C3CA62
Links to a playlist.
While not MG related too much, has some useful camera related background and codeâŚ
Now, while not coding related, I did not want this getting lost in GCTâŚ
Honestly, this is worth your time.
Something for all perhaps, well DX anywayâŚ
I copied this from the CodePlex site, it was going down in 113 days as of posting this here.
This project migrated to GitHub - microsoft/DirectXTK: The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++
DirectXTK is a shared source library of helpers for Direct3D 11 C++ applications.
NEWS: This project is now hosted on GitHub GitHub - microsoft/DirectXTK: The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++. DirectX Tool Kit for DirectX 12 is also on GitHub GitHub - microsoft/DirectXTK12: The DirectX Tool Kit (aka DirectXTK12) is a collection of helper classes for writing DirectX 12 code in C++. Please move to using GitHub.
Project Description
The DirectX Tool Kit (aka DirectXTK) is a collection of helper classes for writing DirectX 11.x code in C++.
Supported platforms:
- Universal Windows Platform apps
- Windows Store apps for Windows 8.1 / RT 8.1
- Windows Phone 8.1
- Windows desktop
- Windows 7
- Windows Vista Service Pack 2 with KB 971644
- Windows Server equivalents of the above
- Xbox One
Features:
- Audio - low-level audio API using XAudio2
- CommonStates - factory providing commonly used D3D state objects
- DirectXHelpers - misc C++ helpers for D3D programming
- DDSTextureLoader - light-weight DDS file texture loader
- Effects - set of built-in shaders for common rendering tasks
- GamePad - gamepad controller helper using XInput
- GeometricPrimitive - draws basic shapes such as cubes and spheres
- GraphicsMemory - helper for managing dynamic graphics memory allocation
- Keyboard - keyboard state tracking helper
- Model - draws meshes loaded from .CMO, .SDKMESH, or .VBO files
- Mouse - mouse helper
- PrimitiveBatch - simple and efficient way to draw user primitives
- ScreenGrab - light-weight screen shot saver
- SimpleMath - simplified C++ wrapper for DirectXMath
- SpriteBatch - simple & efficient 2D sprite rendering
- SpriteFont - bitmap based text rendering
- VertexTypes - structures for commonly used vertex data formats
- WICTextureLoader - WIC-based image file texture loader
- XboxDDSTextureLoader - Xbox One exclusive apps variant of DDSTextureLoader
EDIT
Oh, just noticed it was C++ specific, I wonder if we can still utilise it?