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Author Archives: James McParlane
SteamOS, “The Model” and Why Everyone Wants to be Apple
So unless you have been living under a rock for the last few days you will know that Steam are launching an operating system based on Linux, and there there will be a set of rolling announcements this week that … Continue reading
Game Engine Ported to Xbox360
Forgot to mention that I ported the game engine to Xbox360 last week. Joy!
Posted in TheGame
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MonoGame – Touch resolution issue in iOS
Encountered another issue similar to the ViewPort dimensions initialisation race-condition issue for iOS I blogged about previously. The fix was inspired by this discussion. The issue seems to date back to January. The symptom is that touch events register are … Continue reading
Posted in MonoGame, TheGame
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HEVC(H.265) + UHDTV(4K) – What Does It Mean for IPTV?
Here some updated notes from my research last year into HEVC & UHDTV. I’ve aimed this at a general audience. HEVC – High Efficiency Video Coding A new more efficient video compression format is coming that will eventually replace the current standard … Continue reading
Posted in IPTV, Rants
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Game Engine Ported to iOS
It was a little bit of a struggle as I had to create a different pipeline solution for iOS assets. I’m now giving all my projects a separate content pipeline.. for great symmetry!
Posted in TheGame
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Game Engine Ported to OSX
Over the weekend I ported the game engine to OSX.
MakerBot2 Weekend Of Tinkering
The Makerbot 2 is widely acknowledged by the developer community to have a faulty design in key component. http://www.thingiverse.com/thing:42250 I ordered a print of one from the guy who designed a replacement. I could have printed it and assembled it … Continue reading
A Critical Problem With MonoGame
Seems it’s impossible to in a cross platform manner know what your rendering surface size is actually going to be. In XNA, in Initialize() you can query the ViewPort dimensions and they will be correct. Seems that in many other … Continue reading
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Deploying Directly To An OUYA Using MonoGame/Visual Studio
Deploying Directly To An OUYA Let’s face it – the Android emulator almost always sucks. It’s perhaps the most broken bit of an otherwise OK development process for Android. Nothing beats the fidelity of testing on the real hardware but … Continue reading
Posted in MonoGame, TheGame
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MonoGame OpenGL Has 800×480 Screen During Initialize
There seems to be a workflow issue at the startup of a MonoGame app in Windows using OpenGL. The solution seems to be to perform your own initialisation on the viewport. The issue is that during Initialize() your app seems convinced … Continue reading