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  • XNA GameTime TotalGameTime slower than real time

    - by robasaurus
    I have set-up an empty test project consisting of a System.Diagnostics.Stopwatch and this in the draw method: spriteBatch.DrawString(font, gameTime.TotalGameTime.TotalSeconds.ToString(), new Vector2(100, 100), Color.White); spriteBatch.DrawString(font, stopwatch.Elapsed.TotalSeconds.ToString(), new Vector2(100, 200), Color.White); The GameTime.TotalGameTime displayed is slower than the stop watch (by about 5 seconds per minute) even though GameTime.IsRunningSlowly is always false, why is this? The reason this is an issue is because I have a server which uses stopwatch and it is faster than my client game. For instance my client notifies the server it has dropped a mine which explodes in one minute. Because the stopwatch is faster the server state explodes the mine before the client and they are out of sync. I don't want to have to notify the client when the server explodes it as this would use unnecessary bandwidth.

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  • XNA move from start position to target position exactly in 3D

    - by robasaurus
    If I have a list of positions that map out a path a character should follow. What would be the best way to move at a constant speed to each position making sure the character lands exactly at each position before moving onto the next? For example the character is at position A, we then queue up position B and position C. The character cannot move towards position C until it reaches position B exactly. It would be great if the solution worked at slower frame rates/update speeds as well.

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  • Linq to SQL Where clause based on field selected at runtime

    - by robasaurus
    I'm trying to create a simple reusable search using LINQ to SQL. I pass in a list of words entered in a search box. The results are then filtered based on this criteria. private IQueryable<User> BasicNameSearch(IQueryable<User> usersToSearch, ICollection<string> individualWordsFromSearch) { return usersToSearch .Where(user => individualWordsFromSearch.Contains(user.Forename.ToLower()) || individualWordsFromSearch.Contains(user.Surname.ToLower())); } Now I want this same search functionality on a different datasource and want to dynamically select the fields to apply the search to. For instance instead of IQueryable of Users I may have an IQueryable of Cars and instead of firstname and surname the search goes off Make and Model. Basically the goal is to reuse the search logic by dynamically selecting what to search on at runtime.

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