Konaju Games

Konaju Games

Primary menu

Skip to primary content
Skip to secondary content
  • Home
  • About
  • Contact

Sometimes The Right Tools Are Right Under Your Nose

Posted on July 25, 2012 by Steve Williams — 1 Comment ↓

Previously in Use The Right Tool For The Job, I posted about using memory profiling tools on Windows to find those insidious memory leaks and unwanted allocations in your Windows Phone games.  That post was written right around the time Continue reading →

Posted in Silverlight, Windows Phone, Windows Phone SDK, XNA | Tagged memory, profiling | 1 Reply

Use The Right Tool For The Job

Posted on September 9, 2011 by Steve Williams — 2 Comments ↓

In the game I am currently working on, I was under the belief that I had no (or very few) memory allocations at run time.  And this was true for the most part.  The memory allocations that were still occurring Continue reading →

Posted in Windows Phone | Tagged memory, profiling | 2 Replies

Easy Asynchronous Content Loading

Posted on August 18, 2011 by Steve Williams — 7 Comments ↓

Asynchronous content loading is a technique employed by most of the larger XNA games to provide some animation or feedback during load times.  This is usually done by spawning a thread where content is loaded as normal.  If you want Continue reading →

Posted in Windows Phone, XNA | Tagged asynchronous, content, ContentManager, XNA | 7 Replies

Best Practices: Volume Controls, Not Sound On/Off

Posted on August 1, 2011 by Steve Williams — 2 Comments ↓

I love Windows Phone.  I think Microsoft have done a great job in developing a new user experience.  It is not all perfect though.  One area where it is up to the app developer to fill in some blanks is Continue reading →

Posted in Windows Phone | Tagged audio, bestpractice | 2 Replies

Enable SIMD support in Mango

Posted on July 30, 2011 by Steve Williams — No Comments ↓

We had all heard of the upcoming SIMD support in Mango and how it greatly improved the performance of XNA’s Vector and Matrix types.  What we didn’t know was that it is not enabled on your game by default.  Read Continue reading →

Posted in Windows Phone, XNA | Tagged mango, simd, tips, wp7, XNA | Leave a reply

16-bit Textures with Dithering

Posted on July 26, 2011 by Steve Williams — 2 Comments ↓

As a general rule, I use DXT compression for textures applied to 3D objects but avoid it for anything that needs high quality and high contrast, such as user interfaces.  The default XNA texture processor offers the Color format, which Continue reading →

Posted in Windows Phone, XNA | Tagged content, ContentPipeline, dither, texture, tips, XNA | 2 Replies

Thread-Safe Content Loading

Posted on July 21, 2011 by Steve Williams — 5 Comments ↓

As a general rule, the main or UI thread should never open, read or write any file.  File access is always so slow that it will stall the UI thread.  So most games will load their content on a background Continue reading →

Posted in Windows Phone, XNA | Tagged content, ContentManager, threads, tips, XNA | 5 Replies

GraphicsDevice from ContentManager

Posted on July 19, 2011 by Steve Williams — No Comments ↓

Do you find that you sometimes need the game’s GraphicsDevice, but the Game instance is not easily available?  Do you have a ContentManager instance handy?  If so, you can easily get the GraphicsDevice from the ContentManager.

Posted in Windows Phone, XNA | Tagged ContentManager, GraphicsDevice, tips, XNA | Leave a reply

Categories

  • Silverlight
  • Windows Phone
  • Windows Phone SDK
  • XNA

Recent Posts

  • Sometimes The Right Tools Are Right Under Your Nose
  • Use The Right Tool For The Job
  • Easy Asynchronous Content Loading
  • Best Practices: Volume Controls, Not Sound On/Off
  • Enable SIMD support in Mango

Tags

asynchronous audio bestpractice content ContentManager ContentPipeline dither GraphicsDevice mango memory profiling simd texture threads tips wp7 XNA

Meta

  • Register
  • Log in
  • Entries RSS
  • Comments RSS
  • WordPress.org
Copyright © 2013 Konaju Games . All Rights Reserved.
Powered by WordPress | Theme: Catch Box