XNA Components – Better Structure And Organization

XNA has been really quite nice to play with, a pleasant change from the grind of UDK or Source where everything is done for me, and UI is simple – a lie on Source mind you. Building the Hades POC out in XNA has been fun because it feels like I have been on an educational adventure, experimenting and rebuilding portions of the game slowly and analyzing the results then rehashing it and repeating. Of all of the elements/tools in XNA that I’ve been able to use, tripped over and even those I thought I understood but didn’t  one stands out – I love the fact that components exist.

In a moment ill show you how I used components to ensure that my screenshot mechanism never includes the debug information but always includes the screen, also known as the back buffer.

Disclaimer: All of the code & discussion below refers to XNA 4.0

Continue reading “XNA Components – Better Structure And Organization”