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Member Since 24 Apr 2012
Offline Last Active Nov 05 2014 12:01 AM

Posts I've Made

In Topic: Thread.Sleep vs Thread.Yield

17 August 2013 - 01:19 AM

Usually in .net a call to read from the network will block the thread until either the connection dies or data is received. Instead of blocking just check the network buffers each tick to see if anything exists then read from it. (This applies for TCP, but I'm sure you could do it for UDP aswell). I don't feel its necessary to create multiple threads for reading/writing to and from TCP network buffers.

In Topic: Modding API

14 August 2013 - 11:45 PM

C# can be used as a scripting language from within itself, so if you were to integrate a C# scripting framework into your engine then you could implement a lot of your game logic in C# scripts, making it easy for others to modify behavior while being able to leverage the full featureset of C#. The only difference between scripts and your core engine code would be that scripts are compiled at runtime by the engine and executed in their own application domain, among other things, to isolate them completely and help prevent them from doing Bad Stuff. Other data for your game could go in XML, or JSON, or pretty much any other human-readable format that users can modify and extend. If you want to go all-out and write a separate editor, that's also a possibility, but probably not essentially smaller games.

Yeah, thanks, I will probably go down that route, it sounds like a good idea. Never thought about runtime compilation.

In Topic: Modding API

13 August 2013 - 11:15 PM

Well, primary the ability to create additional NPC's, add items, add spells/abilities, adding tiles, nothing too big that would require large modifications.




Why not just give them your code to have at it?

I don't want a open source game.


A thought: could runtime code be generated on the spot depending on several XML files containing information about new spells/abilities, etc...? My only issue there would be both sides (client + server) would need to interpret both files differently.

In Topic: What should I use to build a 2D trurn-based game?

09 August 2013 - 11:08 AM

MonoGame development is very active, Ive completed dropped XNA and am now using solely MonoGame for development.

Source: I've commited to the MonoGame github once in a while.

In Topic: Learning C# and Xna for game programming

02 August 2013 - 10:40 PM

Be sure to take a look at MonoGame. XNA wont be updated anymore but MonoGame will continue on.