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		<title>Tutorial Requests (new threads)</title>
		<link>http://rbwhitaker.wikidot.com/forum/c-580406/tutorial-requests</link>
		<description>Threads in the forum category &quot;Tutorial Requests&quot; - Make requests for tutorials here.</description>
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		<lastBuildDate>Mon, 20 Jul 2026 19:29:21 +0000</lastBuildDate>
		
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				<guid>http://rbwhitaker.wikidot.com/forum/t-14131520</guid>
				<title>For all the beginners</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-14131520/for-all-the-beginners</link>
				<description>Something missing</description>
				<pubDate>Sat, 26 Jun 2021 07:02:01 +0000</pubDate>
				<wikidot:authorName>neosofta</wikidot:authorName>				<wikidot:authorUserId>7530784</wikidot:authorUserId>				<content:encoded>
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						 <p>I'd like to see a well commented complete from the beginning to the end, working XNA game example both in 2D and 3D environment on this site . Those would have not to be anything specially advanced but, games you can really do play.</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-1528767</guid>
				<title>Obfuscation of code in XNA/MonoGame</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1528767/obfuscation-of-code-in-xna-monogame</link>
				<description>I would like to see a tutorial on obfuscation of code, to protect against possible de-compilation of hard work.</description>
				<pubDate>Tue, 05 Jan 2016 11:40:50 +0000</pubDate>
				<wikidot:authorName>PandemicGames</wikidot:authorName>								<content:encoded>
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						 <p>I recently competed in a game development competition online. I posted my completed (well, 90% completed) project set up I created using clickOnce in Visual Studio 2015 Community edition&#8230;then quickly took it down once running a de-compiler. The person running the competition could easily de-compile it though I am hoping they are honest.</p> <p>I managed to obfuscate it afterwards using crypto obfuscator for .NET but this is a trial version. I found the .NET Reactor free version inadequate and a professional license is said to be expensive. Surely there is an open-source alternative or really inexpensive alternative. Could you write a tutorial on obfuscating MonoGame projects alongside deployment? I think other developers would find this invaluable and not everyone knows how easy it is to reverse engineer !</p> <p>Thanks</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-1409854</guid>
				<title>Update XNA 4.0 installer script for Visual Studio 2015</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1409854/update-xna-4-0-installer-script-for-visual-studio-2015</link>
				<description></description>
				<pubDate>Thu, 15 Oct 2015 07:50:07 +0000</pubDate>
				<wikidot:authorName>Brett208</wikidot:authorName>				<wikidot:authorUserId>2052890</wikidot:authorUserId>				<content:encoded>
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						 <p>RB,</p> <p>Do you have plans to update your XNA 4.0 install script to handle Visual Studio 2015 or provide a new page so people have the option of either Visual Studio 2013 or 2015?</p> <p>The install script you have for 2013 works great and it would be nice to have the same option for 2015. I have no idea the time commitment or feasibility of setting up Visual Studio 2015 for XNA though.</p> <p>-Brett</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-1384509</guid>
				<title>New XNA Replacement-SharpDX</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1384509/new-xna-replacement-sharpdx</link>
				<description>Requesting tutorials for SharpDX.</description>
				<pubDate>Fri, 02 Oct 2015 13:44:46 +0000</pubDate>
				<wikidot:authorName>Dualdragoon</wikidot:authorName>								<content:encoded>
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						 <p>I've been doing XNA programming for a few years now and while it is a nice framework sometimes the fact that it is no longer supported gets in the way of development. In order to no longer have this issue I have moved onto a new framework called SharpDX that is essentially a C# binding of DirectX that allows use of all of DirectX's functions. Since it is relatively new there is very little useful documentation or tutorials for it and I would love to see some decent tutorials.</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-1304918</guid>
				<title>MonoGame Ans Xbox 360</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1304918/monogame-ans-xbox-360</link>
				<description></description>
				<pubDate>Fri, 31 Jul 2015 15:03:49 +0000</pubDate>
				<wikidot:authorName>Tim</wikidot:authorName>								<content:encoded>
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						 <p>I was wondering if you could help me&#8230; I read that XNA is defuncted and if you want to program for the xbox 360. monogame is the option now. But I'm unclear how to set it all up. I do know i will need to learn C# as I only have basic knowledge of java/C.</p> <p>But I have been unable to find an up to date walkthough/tutorial on how to get started.</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-1166777</guid>
				<title>2.5D XNA</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1166777/2-5d-xna</link>
				<description></description>
				<pubDate>Thu, 09 Apr 2015 22:21:44 +0000</pubDate>
				<wikidot:authorName>theForce</wikidot:authorName>								<content:encoded>
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						 <p>Please do some 2.5D tutorial on XNA. Although it is dead. Monogame is there. That means whatever we learn on XNA can be applied to Monogame. Please please please</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-1152185</guid>
				<title>Changing unwrap map channel number inside a .fx file?</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1152185/changing-unwrap-map-channel-number-inside-a-fx-file</link>
				<description>Im running 3ds max 2014 SP5
preferred drivers for DX9
Win7

I have a DX shader (.fx file) from the max install called &quot;StandardFX.fx&quot;
Its fine in its function HOWEVER for the Ambient Occlusion map slot it uses (unwrap) Map Channel 1.

**I am not a coder**

but in the code is there an easy way to identify where this Map Channel is defined as #1 and change it to Map Channel 2 ??? (i.e. a different UV unwrap layout for AO)

thanks
Ivon
I can copy the code here if needed...</description>
				<pubDate>Sat, 21 Mar 2015 07:14:31 +0000</pubDate>
				<wikidot:authorName>Ivon smith</wikidot:authorName>								<content:encoded>
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						 <p>Im running 3ds max 2014 SP5<br /> preferred drivers for DX9<br /> Win7</p> <p>I have a DX shader (.fx file) from the max install called &quot;StandardFX.fx&quot;<br /> Its fine in its function HOWEVER for the Ambient Occlusion map slot it uses (unwrap) Map Channel 1.</p> <p><strong>I am not a coder</strong></p> <p>but in the code is there an easy way to identify where this Map Channel is defined as #1 and change it to Map Channel 2 ??? (i.e. a different UV unwrap layout for AO)</p> <p>thanks<br /> Ivon<br /> I can copy the code here if needed&#8230;</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-1135951</guid>
				<title>Idea for Tutorials</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1135951/idea-for-tutorials</link>
				<description></description>
				<pubDate>Tue, 03 Mar 2015 00:04:41 +0000</pubDate>
				<wikidot:authorName>rbookout</wikidot:authorName>								<content:encoded>
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						 <p>I've been studying your tutorials on using and creating classes, and I kept struggling to wrap my head around the topic until I copied and pasted the code into a word document and began to color code the different pieces of the code. This helped me to keep track of what each part of the code was referring to as it was used.</p> <p>So, for example, the code you use to explain classes is:</p> <p>Random random = new Random();</p> <p>and the code you use to explain the creation of classes is:</p> <p>Player player = new Player(string name);</p> <p>The repeated use of the same word throughout the code is what kept throwing me off. If I saw the word &quot;Player,&quot; I wasn't certain if it was referring to the Player class, the player object, or the Player constructor method. It was even more confusing while attempting to keep track of what variable belonged to what scope. For example, &quot;this.name = name&quot; in the Player constructor method.</p> <p>Once I began to color code the different pieces, it all became clear. If &quot;Player&quot; was orange, then I knew it was referring to the Class. If it was green, then I knew it was the name of the object. If name was orange, then I knew it's scope was the class, while if it was blue I knew it was limited to the method, etc&#8230;</p> <p>The colors I picked were arbitrary, and no relation to the automatic coloring used in Visual Studio. It was about learning how to &quot;see&quot; the code without being distracted by the actual text of the code, if that makes any sense, lol&#8230;</p> <p>So I'm curious what you would think about color coding your tutorials, or making colored versions of them. If the reader had a color key to refer to, then they could jump between tutorials and be able to tell, quickly, if they're looking at a Class, a method, a constructor method, etc. Or do you think this would just be too confusing for beginners?</p> <p>Anyway, hope it gives you some ideas!</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-1089239</guid>
				<title>Monogame&#039;s Next tutorial</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-1089239/monogame-s-next-tutorial</link>
				<description>Looking for the next tutorials on Monogame</description>
				<pubDate>Tue, 27 Jan 2015 10:07:40 +0000</pubDate>
				<wikidot:authorName>Repstyle</wikidot:authorName>				<wikidot:authorUserId>43526</wikidot:authorUserId>				<content:encoded>
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						 <p>Hello RB,</p> <p>I (and certainly many others) wish to see the next Monogame Tutorial coming really soon. I am at the end at your tutorial and i &quot;just&quot; (it's really cool already) know how to display an animate sprite but i'm far away to know how to use it.</p> <p>Will you make next Monogame tutorials as you did in XNA tutorials ?</p> <p>Or should i forget about using Monogame and go with dead XNA ?</p> <p>Thanks.</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-748610</guid>
				<title>Reflection</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-748610/reflection</link>
				<description></description>
				<pubDate>Sat, 14 Dec 2013 14:54:34 +0000</pubDate>
				<wikidot:authorName>Emblis</wikidot:authorName>				<wikidot:authorUserId>1671135</wikidot:authorUserId>				<content:encoded>
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						 <p>You are missing a reflection tutorial. Just saying :)</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-704295</guid>
				<title>Drag and Drop 3D Objects in 3D Space</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-704295/drag-and-drop-3d-objects-in-3d-space</link>
				<description>Drag and Drop 3D Objects in 3D Space for 3 Tetris or 3D Chess</description>
				<pubDate>Fri, 04 Oct 2013 10:19:02 +0000</pubDate>
				<wikidot:authorName>Kunal</wikidot:authorName>								<content:encoded>
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						 <p>Hi RB. Your tutorials are amazing. I was hoping you provide me and the community with a basic tutorial of picking and placing 3D Models. Maybe something as simple as stacking 3D cubes on top of one another in 3D space. Again your contribution to the community is invaluable</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-694573</guid>
				<title>Returning 2 Variables with Methods</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-694573/returning-2-variables-with-methods</link>
				<description></description>
				<pubDate>Thu, 12 Sep 2013 10:11:30 +0000</pubDate>
				<wikidot:authorName>BenStark</wikidot:authorName>								<content:encoded>
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						 <p>Okay, so I was goofing around, and I tried to make a method that would return two variables (you can do it in a more snakey language). Is it possible in C#?</p> <p>Let's say I am frequently using angle and power. Could I do something like</p> <p>angle, power = FindTrajectory()</p> <p>void FindTrajectory()<br /> {<br /> //ask user for angle and power<br /> return a, p;<br /> }</p> <p>Is that possible somehow?</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-680352</guid>
				<title>animation change</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-680352/animation-change</link>
				<description>changing animation after press of button n</description>
				<pubDate>Thu, 08 Aug 2013 08:27:07 +0000</pubDate>
				<wikidot:authorName>Sam</wikidot:authorName>								<content:encoded>
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						 <p>is there any possible way of making a tutorial so that when u pres a button it changes the animation and then back again.</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-676917</guid>
				<title>text input</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-676917/text-input</link>
				<description></description>
				<pubDate>Tue, 30 Jul 2013 08:56:59 +0000</pubDate>
				<wikidot:authorName>Sam</wikidot:authorName>								<content:encoded>
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						 <p>how would you possible get text input from a user,</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-669509</guid>
				<title>Changing the direction</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-669509/changing-the-direction</link>
				<description>changing the direction my character faces when moving</description>
				<pubDate>Tue, 09 Jul 2013 11:58:36 +0000</pubDate>
				<wikidot:authorName>Mark Moonie</wikidot:authorName>								<content:encoded>
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						 <p>Hey i was wondering if you could explain how i would go about changing the way my character faces when traveling E.g when i press up it moves up and faces up , down moves down faces down(all I have found is 2d but I need 3d )would appreciate any help thank you</p> <p>P.S these are the best tuts on the web</p> <p>Keep up the good work :)</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-642244</guid>
				<title>Shadow shader</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-642244/shadow-shader</link>
				<description>It would be nice if you will add tutorials about shadowing. I really enjoy your tutorials. Thanks for your work.</description>
				<pubDate>Mon, 08 Apr 2013 21:18:01 +0000</pubDate>
				<wikidot:authorName>MstVir</wikidot:authorName>								<content:encoded>
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						 <p>It would be nice if you will add tutorials about shadowing. I really enjoy your tutorials. Thanks for your work.</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-640973</guid>
				<title>picking sample modification</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-640973/picking-sample-modification</link>
				<description></description>
				<pubDate>Fri, 05 Apr 2013 16:08:17 +0000</pubDate>
				<wikidot:authorName>football94</wikidot:authorName>				<wikidot:authorUserId>1594501</wikidot:authorUserId>				<content:encoded>
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						 <p>Ive been searching all over for a step by step tutorial of a ray triangle picking intersection sample (heightmap terrain) but the only thing to come close is the xna picking sample at the xna live website which I cant quite wrap my head around . I was hoping if you could modify your picking sample to create an easy to understand tutorial on this subject. THANKYOU</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-633826</guid>
				<title>Scaling models for games.</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-633826/scaling-models-for-games</link>
				<description></description>
				<pubDate>Thu, 14 Mar 2013 23:21:31 +0000</pubDate>
				<wikidot:authorName>The Th!ng</wikidot:authorName>				<wikidot:authorUserId>1574880</wikidot:authorUserId>				<content:encoded>
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						 <p>Hello again, RB.</p> <p>Maybe an article\tutorial on the following would be of benefit to others besides myself?</p> <p>I have started to use Blender for my modeling and I am lost as to how the scaling used in Blender (or other modelling packages) relates to the final size of the model as would be used in-game.</p> <p>In Blender we have the BU - the blender unit - as a means of measuring something. A BU can represent whatever distance the user wants it to be, so for example 1 BU could represent 1 meter for me, but for you it could represent 5 meters. If I scale my model down by 50% I get a model .5 of a 'meter', if you scale it down by 50%, you get a model 2.5 'meters' in size.</p> <p>Suppose for my game I have a texture 25 x 25 pixels in size and I require a cube which in-game will be 25 x 25 x 25 pixels onto which I want to map this texture. How do I ensure that my scaling of the cube in blender relates exactly to 25 x 25 x 25 pixels in size so that I can accurately UV map the cube without ending up with a distorted texture which would result from a cube size other than 25 x 25 x 25?</p> <p>Looking forward to your feedback.</p> <p>Thanks for reading.</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-629168</guid>
				<title>Gravity and Jumping in a 3D Game</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-629168/gravity-and-jumping-in-a-3d-game</link>
				<description></description>
				<pubDate>Thu, 28 Feb 2013 00:52:41 +0000</pubDate>
				<wikidot:authorName>CodeFuApprentice</wikidot:authorName>				<wikidot:authorUserId>1559329</wikidot:authorUserId>				<content:encoded>
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						 <p>I was wondering if you could do a tutorial on how to apply make a 3D Model Jump, and apply Gravity, i'm still trying to figure out how to do it, i can raise a model up on the Y Axis, but i'm a little bit puzzled as to how to apply Gravity to a 3D Game, and also what the simplest way to apply Collision Detection so that a Model will land on a surface, i am aware that collision between a Heightmap and another model are different from 2 models colliding (I've been trying to code from a few books i have, best example i've gotten closest to was using in 3D Graphics with XNA Games Studio 4.0 by Sean James, though i remain a little unsure how to approach the code.)<br /> i would be ever so grateful for any advice or suggestions</p> 
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				<guid>http://rbwhitaker.wikidot.com/forum/t-623272</guid>
				<title>2D Level Creation &amp;&amp; Navigation</title>
				<link>http://rbwhitaker.wikidot.com/forum/t-623272/2d-level-creation-navigation</link>
				<description>How to create a 2D level -- platformer style &amp;&amp; How to navigate a level larger than the viewport.</description>
				<pubDate>Fri, 08 Feb 2013 03:44:24 +0000</pubDate>
				<wikidot:authorName>Jesse K</wikidot:authorName>								<content:encoded>
					<![CDATA[
						 <p>Wondering if you'd be able to put up a tutorial with different ways for making 2D levels? &#8212; Or, making different Types of 2D levels, e.g. wrap-arounds, platformers (dealing with slopes &amp;&amp; character movement over 2D slopes?). The wraparound would be cool.</p> <p>I have the 30,000-foot view on how to make platformer levels&#8212; take a tileset, create collission rectangles, sprite rectangles/vectors etc., and code every tile or tile segment by hand. There is probably a better way than hand-jamming though, seeing how I have a knack for doing things the hard way the first time around quite often. =P</p> <p>I also wonder, how to unload tiles/enemies/collectables etc., that are too far outside the viewport to even matter/interact with, and then, likewise, load that content when it is close enough to the viewport origin ?</p> <p>A tutorial regarding 2D level creation, loading that level content as it's needed, and changing the viewport coordinates to follow a character or update via mouse coordinates would be great!</p> <p>Your tutorials are awesome. They are clear, concise, and in in digestible sizes; tutorials sometimes assume, but more often go on and on and I get distracted. So, !Thank You So Much! for hosting this website! You're the man!</p> 
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