Author Archives: James McParlane

About James McParlane

CTO Massive Interactive. Ex Computer Whiz Kid - Now Grumpy Old Guru.

Game Engine Ported to Xbox360

Forgot to mention that I ported the game engine to Xbox360 last week. Joy!    

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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

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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

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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!

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Game Engine Ported to OSX

Over the weekend I ported the game engine to OSX.

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MakerBot2 Weekend Of Tinkering

The Makerbot 2 is widely acknowledged by the developer community to have a faulty design in key component. I ordered a print of one from the guy who designed a replacement. I could have printed it and assembled it … Continue reading

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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

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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

Posted in C#, MonoGame, TheGame | Tagged | 2 Comments

The Game – Progress Report #11

I have an OpenGL port of our game engine… it coughs blood but it’s mostly there.

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