Yup, the xna archive contains all the original xna documentation, education and samples, as well as a lot more, such as some of ziggware, dxa and more
Can you link it in your post?
Itās listed above, but here it is again
If I have not linked this here already:
Came across this channel and thought everyone on here may find it useful.
Unsure if already posted this in here, wish there was a way to search a thread post, either way, wanted to add this here either way.
I believe there isā¦ Search-button on the top-right next to your image and the burger-button.
Then tick the āsearch this topicā 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 doesnāt 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 havenāt 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 interestingā¦:
Will add these links to my links threadā¦ some interesting stuff thereā¦
Hope these help somewhatā¦
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 codeā¦