Comments (3)
I'm exploring the available options; I guess we can give a try to ninject based solution as in;
- http://blog.nuclex-games.com/tutorials/xna/components-and-services/
- http://blog.nuclex-games.com/2010/08/to-gamecomponent-or-not-to-gamecomponent/
- http://steveproxna.blogspot.com/2011/03/xna-and-ioc-container.html
- http://steveproxna01di.codeplex.com/
- http://blog.nuclex-games.com/tutorials/dependency-injection/
- http://www.nuclex.org/articles/architecture/9-using-dependency-injection-in-xna
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OK this isn't the way I did dependency injection before but the existence of Ninject makes a lot of things easier. I'll toy with it to see if I can get it working.
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Yea and we really don't need to rush for this, better we go for functionality and stability at the first place and then we can go for architectural fixes.
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Related Issues (20)
- Create a basic UI for the Sample Game
- MOD Support HOT 1
- Particle Engine
- Create Entity System (for Players, NPCs, Items and other stuff)
- Asset manager should be moved out of Engine HOT 2
- Create block based sky & clouds HOT 2
- Fix/Improve Chunk Mesh Building HOT 9
- Multithreaded chunk processors.
- Time ruler is buggy -- even better move it out of engine to sample game project
- Go over block getter & setter blocks & improve them
- Add debug-commands for ingame debug visualizers.
- Implement tree & flower populators
- Implement minecraft texture pack support
- Implement block cracks (dual texture support)
- Implement water blocks (transparent chunks)
- Block picking is offset HOT 1
- Improve occlusion culling & 6 vertex buffers per chunk
- RenderAimedBlock BlendState changed
- Missing Quads & Incorrect Meshing Bug
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