Blog Articles

Box2D Fluid (Part 1)

Box2D Fluid (Part 1)

Part 1 of 4 in the Box2D Fluid series.

Porting the JBox2D Liquid Demo to C# and XNA.

Box2D Fluid (Part 2)

Box2D Fluid (Part 2)

Part 2 of 4 in the Box2D Fluid series.

Using the Task Parallel Library to multithread the fluid simulation.

Box2D Fluid (Part 3)

Box2D Fluid (Part 3)

Part 3 of 4 in the Box2D Fluid series.

Integrating the fluid simulation with the physics engine.

My Reasons for Going Back to XNA

My Reasons for Going Back to XNA

This post covers some of the problems I've had with both MonoGame and XNA, and my reasons for switching back to XNA after making the transition to MonoGame.

Texture Mapping with Poly2Tri

Texture Mapping with Poly2Tri

An explanation of how to map textures using information from a triangulated Poly2Tri polygon.

Simple Particle Effects

Simple Particle Effects

I was playing around with some particle effects, and decided to write a post about it.

Destructible Terrain in Ferr2D

Destructible Terrain in Ferr2D

Describes how to modify Ferr2D to create destructible terrain. The Ferr2D source code isn't mine to distribute, so I won't be including any source code with this post. Anyone wanting to reproduce this will have to buy Ferr2D and manually modify the source.

Drawing Normal Maps with SpriteBatch

Drawing Normal Maps with SpriteBatch

Drawing normal maps with XNA's SpriteBatch becomes problematic as soon as you want to rotate your sprites. This article will explain one way to rotate your normal maps without losing the performance gained through batched rendering.