This is the second part of the step-by-step tutorial for building a simple game menu in XNA. Previously we have set up the project, the game loop, and added the UI theme. Now it’s time to implement the game logic…
The latest release of the DigitalRune Engine contains a new sample called GameStatesSample which covers a some of the basics:
The result is a stripped down XNA application – no fancy graphics, no gameplay, just a few screens and menus. Take a look:
In the last months we have received a few requests about Mono support for our DigitalRune Engine libraries. I have spent some time to get familiar with Mono, and to see what implications Mono support would have.
If you are not familiar with Mono: Mono is an open source implementation of Microsoft’s .NET Framework. It makes the .NET framework available under Linux and Mac OS X. …
This article is a step-by-step description of my first attempt to create a tree view control. I spent less than 4 hours of work on the control and this was the result:
In this article I will explain the development steps, as well as my thought process. At the end of the article you can download the source code.
This time we take a look at how the DigitalRune Game UI library handles input.
Here is a class diagram showing only the types and type members related to input processing:
While we discussed the GUI rendering process in the last article, we left out any details about the default UI renderer. if you plan to create custom controls, you will want to extend the standard renderer, and this blog post will hopefully provide the missing explanations.
In the last article about the DigitalRune Game UI we examined how the size and position of a GUI control is determined. Yet we have not discussed where and how the controls are drawn to the screen. This the topic of this article. – This will be another rather dry article, but we are trying to get a lot of information and knowledge across for those who want to extend or learn from our DigitalRune Game UI library. So let’s jump right in…
Here is another in-depth article about the DigitalRune Game UI. This article discusses the layout process of GUI controls.
So you need a custom control in your XNA game? A new control that is not yet supported in the DigitalRune Game UI? - No problem. There are many ways to extend the DigitalRune Game UI library - as we will discuss in this and upcoming blog posts. We will start by describing a few core concepts that you need to understand before you can take full advantage of the DigitalRune Game UI library.
In this first post we will discuss the concept of UI control properties and events.
Recently I made some improvements to the character controller in DigitalRune Physics. I became aware of some issues while reading the article “Jump To It” (Game Developer Magazine, issue 11/2008, pp. 38). It turns out that the jumping mechanic can be improved.
The KinematicCharacterController can be used to control the movement of a player character. The character controller handles moving, sliding along obstacles, walking slopes, stepping over obstacles, … and jumping. (Reminder: If you have an Indie or Standard license of DigitalRune Physics, you can download the source code of the character controllers from the Downloads page. See “Additional Downloads”.)
Jumping works fine in most cases. That is, …
A collection of the most useful blog articles can be found here:
(on Documentation page)
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