Tag Archives: c#

Avoiding garbage collections on the compact CLR.

I haven’t posted in a few days because I’ve been working on almost purely programming related tasks, which don’t lead to pretty screenshots. I’ve been improving the efficiency of the spatial partitioning scheme, and terrain draw args sorting. Today though, … Continue reading

Posted in Coding, DBP2011, XNA | Tagged , , , | 3 Comments

Sky effect and bloom filter.

I’ve added a bloom filter, which every big title seems to use these days. The bloom filter takes the brightest parts of the image, blurs them, and mixes the result back into the scene. This makes lights glow, softens bright … Continue reading

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The CPU vs GPU XBOX360 speed disparity.

Today and yesterday I mostly worked on class work. Actually I mostly worked on a single assignment :/ However, I did find time to write the terrain chunk drawing loop, which implicitly builds a quadtree and tests at each recursive … Continue reading

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Fields vs. properties performance on the Xbox 360.

I took Sam Allen’s performance test and ran a similar test (below) on the Xbox 360 with XNA. static string _backing; // Backing store for property static string Property // Getter and setter { get { return _backing; } set … Continue reading

Posted in Coding, XNA | Tagged , , | 5 Comments

ToString Garbage Creation in C#

I profiled my XNA game project today using the XNA Framework Remote Perf Monitor and discovered that I was generating about 8000 more manage objects per second than I was expecting to. It turns out that this code was generating … Continue reading

Posted in Coding, XNA | Tagged , , | 4 Comments