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Member Since 20 Aug 2008
Offline Last Active Nov 19 2014 06:32 AM

Posts I've Made

In Topic: The template paradox

14 March 2014 - 07:42 AM

Yes, this is the case, this class is meant to be inherited by other classes that need to be serialized and they must set themselves as the template parameter. Though it is true that this class declaration by itself does not force its data to inherit from it, it could be the same class with the same type, but that would be pretty pointless in my project.

It goes just as unbird said.

In Topic: The template paradox

13 March 2014 - 10:37 AM

Oh god I laughed so hard when I read the pattern name! xD

In Topic: The template paradox

13 March 2014 - 09:50 AM

each class implements its own specialized serialization, they inherit many common methods from this class and any loaded resources are held in a static hash implemented in the base serialization class.

In Topic: spriteBatch.Draw slow?

05 March 2014 - 12:08 PM

Then I'd go with phil_t's explaination, spritebatch is not meant for point sprite particle systems, there are samples in xna's resources webpage that implement point sprites, particle sistems both in 2d and 3d, look it up.

In Topic: spriteBatch.Draw slow?

05 March 2014 - 09:24 AM

Could you post your test update and draw methods? I've seen severe errors in implementation born out of bad examples, first clue would be if you are executing the End method for every particle, that would be VERY bad, there are other common errors though.

EDIT: Also no, SpriteBatch is not a shader, it does HAVE a shader, which you can have access to through the XNA resources, you'll find it under sprite batch default shader or something like that, what srpite batch is, is a batchnig and sorting abstaction algorithm, so you don't have to deal with those things yourself, which works wonderfully until you WANT to deal with those things yourself.


It takes away the tedious task of figuring out what is in front of what and if used correctly it optimizes instructions to the graphics card.