19 Replies - 1633 Views - Last Post: 15 December 2011 - 01:22 AM
#1
XNA Reusable Class(es) Challenge! Open Ended
Posted 22 October 2011 - 06:08 PM

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In this challenge the only requirement that I'm going to place is that the code must work as is when added to an existing project. That means all of the variables and methods needed to use the class(es) that you have created must be contained within the class.
This challenge is very open to submissions and I'm sure you can all think of things that once upon a time you've thought "Wow, if only there was already a plug and play piece of code that would prevent me from having to re-invent the wheel." That is where this challenge comes in. I want as many people to participate in this as possible and together we can all get a large collection of reusable classes together that will help us all out in the long run.
The submission could range from a simple screen manager, game state manager, input manager, to much more complex things such as tile map editors, collision editors that allow the creation of "polygons" to use as custom collision bounds, physics and math calculators that make working with complex math a little simpler. There are no real limits as to what can be done here. If you wanted to create a complex 3D character creation system with multiple predefined characteristics for bodies, faces, hair, etc. then you're welcome to do that. Like I said, I'm going to leave this very open ended and allow each of you to let your creativity flow.
So let's see what you've got! EVERYONE is welcome, and encouraged to participate in this challenge, from pure beginner to the experts, there is no time limit, there are no winners, there are no losers. Submit what you create here inside code tags, inside spoiler tags to keep the posts from getting too long and also feel free to submit them as snippets here at the site to gain yourself some kudos!
Already a submission that handles the idea that you've chosen? No worries, so long as the code isn't identical, feel free to upload your version of it as it might handle a specific thing better than the previous one(s) do. I want everyone to feel as though they are contributing to this challenge as well as the XNA community as a whole.
Feedback welcome, and changes can be made to this challenge at any time. I'll keep the original post here updated with any changes.
Replies To: XNA Reusable Class(es) Challenge! Open Ended
#2
Re: XNA Reusable Class(es) Challenge! Open Ended
Posted 22 October 2011 - 09:12 PM
http://pastebin.com/JQyQgj0P
#3
Re: XNA Reusable Class(es) Challenge! Open Ended
Posted 23 October 2011 - 05:47 PM
#4
Re: XNA Reusable Class(es) Challenge! Open Ended
Posted 24 October 2011 - 06:06 AM
http://www.github.co...heSEAHAWK/Redux
#5
Re: XNA Reusable Class(es) Challenge! Open Ended
Posted 24 October 2011 - 03:18 PM
This post has been edited by ShadowsEdge19: 25 October 2011 - 06:07 AM
#6
Re: XNA Reusable Class(es) Challenge! Open Ended
Posted 25 October 2011 - 12:22 PM
#7
Re: XNA Reusable Class(es) Challenge! Open Ended
Posted 04 November 2011 - 08:22 AM
#8
Re: XNA Reusable Class(es) Challenge! Open Ended
Posted 04 November 2011 - 08:23 AM
EDIT: Also, it sucks that we no longer have a member of the moderator staff from the XNA community. Sorry to see that you stepped down, man.
This post has been edited by Kilorn: 04 November 2011 - 08:24 AM
#9
Re: XNA Reusable Class(es) Challenge! Open Ended
Posted 06 November 2011 - 01:29 AM
#10
Re: XNA Reusable Class(es) Challenge! Open Ended
Posted 07 November 2011 - 08:32 AM
But here are a couple util classes.
Collections.Pool<T> - a managed pool of objects of type T
Collections.WeakList<T> - a list of weak references to a specific type T
Utils.Easing - a collection of easing/interpolation methods
Utils.GameTimer - a simple timer updated by the main Game.Update loop (manually call GameTimer.Update)
Utils.MathUtil - a collection of math functions
Utils.StopWatch - similar to GameTimer
Utils.Tweener - interpolates a numeric value by some easing method for a duration of time. Each step and on completion a delegate is called to use the updated numeric value for changing properties.
Attached File(s)
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TegestaFramework_someutils.zip (17.14K)
Number of downloads: 39
#11
Re: XNA Reusable Class(es) Challenge! Open Ended
Posted 07 November 2011 - 08:45 AM
#12
Re: XNA Reusable Class(es) Challenge! Open Ended
Posted 08 November 2011 - 05:16 AM
Wel here is a simple library which enables you to create key bindings defined by a xml document. Feel free to change it to your liking and feel free to give tips/ideas to expand it.
Attached File(s)
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KeyBindingsLibrary.zip (40.49K)
Number of downloads: 41
#13
Re: XNA Reusable Class(es) Challenge! Open Ended
Posted 21 November 2011 - 06:52 AM

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#14
Re: XNA Reusable Class(es) Challenge! Open Ended
Posted 22 November 2011 - 07:19 PM

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This post has been edited by Ntwiles: 22 November 2011 - 07:21 PM
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