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  • Simple Java networking game engine [on hold]

    - by Florian Peschka
    I want to create a simple java networking game and search a networking engine that eases use of sockets etc. I have already read some questions on here and the internet about java networking for games, but many of them were over 10 years old or not really answered. I have no idea whatsoever about what exactly I need to send in terms of messages, but I figured simple strings or integers will be enough for my purposes. It's basically a peer to peer game, so I don't need a centralized server structure. Messaging doesn't have to have an extremely low ping, yet of course all players need to have a synchronized view. What are the possibilities I have here?

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  • Algorithm to make groups of units

    - by M28
    In Age of Mythology and some other strategy games, when you select multiple units and order them to move to some place, they make a "group" when they reach the desired location: I have a Vector with several sprites, which are the selected units, the variables tarX and tarY are the target x and y. I just want an example, so you can just set the x and y position and I can adapt it to my code. Also, I would like to ask that the algorithm calls "isWalkable" for the x and y position, to determine if it's a valid position for each unit.

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  • What are good sites that provide free media resources for hobby game development?

    - by m_oLogin
    (Note : This question is being transfered from stackoverflow to gamedev.stackexchange where it belongs) I really suck at graphics / music / 3D modeling / animation and it's a must-have when you have a hundred hobby game development projects you're working on. I'm looking for different quality sources on the web that provide free resources. [EDIT] Some resources given by the answers, in bold the biggest resource per section: MODELS TurboSquid archive3d 3Dvia Google Sketchup ShareCG SPRITES OpenGameArt (also contains textures and 3D models) LostGarden (a couple of isometric tilesets) The Protagonist Domain (2 sprite sets) Reiner's Tilesets (also contains a couple of 3D models) Flying Yogi (3 sprite sets) Has Graphics (a couple of links to tile sets) ANIMATED SPRITES The Spriters Resource (mostly sprites from released games) CLIPART / VECTOR BASED Clker OpenClipArt PHOTOS EveryStockPhoto TEXTURES CG Textures OpenFrag MUSIC Jamendo OpSound SOUND EFFECTS FreeSound StoneWashed MySoundFx OTHER PRECOMPILED LISTS FreeGameDev.net

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  • what are the problems in game development that requires scientific research? [on hold]

    - by Anmar
    I been into Game Development for approximately 2 years for now mostly prototype development and testing ideas. Im in a point of my carrier where I am in a need to publish a research paper I would love to start doing research about game development however my lack of experience in actual game development in a commercial set of environment brings me into Game development in stackexchange My question is for the experience game developers out there What are the problems related to software engineering that you have faced or your team faced while developing games? Example Problems ? The lack of a strong technique for Fun detection in a game in an early stage of development A strong tailored Software Development Life Cycle for game development Agile methodology as a game development methodology Narrowing the goals gap between team members (Editors, Story Designers, Programmers, 3D artists, 2D Artists) - Community Suggestions Indie game marketing requirements for success by Yakyb Any problems you could define it I would be more than happy to take it into consideration for future research. My experience and work mostly involve process related basically SDLC (Waterfall, Spiral, Agile, RUP .Etc) Thank you for any input.

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  • Appearance, Online accounts disappeared in System Settings in Ubuntu 13.10

    - by ptanmay143
    I was installing apps and icons and I notices that there were about 4 games installed, so I went to software centre to remove them then I wanted to add my Facebook account in Online Accounts but Alas! It was disappeared. But it was there when I searched for Online Accounts in Unity Dash. Please help me. I think I might have uninstalled wrong packages. Can anyone tell me the packages that are associalted with them. I am attaching a screenshot of my settings and the Online Accounts appearance in Unity Dash.

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  • "Untangle"-Game AI

    - by M0rgenstern
    I am trying to program an AI for such untangle games like Untangle game. I tried the following possibilities: 1) Just set one node after the other to a random place. If every node was moved once, start over with the first node in the list. 2) First move all nodes which have the most wrong connections. If all were moved once, move the nodes which have the fewest (but not 0) wrong connections. If all were moved but there are some left, move all which are left. If none are left start over. 3) Just 2) bust starting with the nodes with the fewest connections. 4)/5) As 2) and 3) but when I didn't move nodes which have only correct connections. All of these approaches are too slow and inefficient. Can anyone suggest a solution which does not depend so much on fortune?

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  • OpenGL ES 2.0: Using VBOs?

    - by Bunkai.Satori
    OpenGL VBOs (vertex buffer objects) have been developed to improve performance of OpenGL (OpenGL ES 2.0 in my case). The logic is that with the help of VBOs, the data does not need to be copied from client memory to graphics card on per frame basis. However, as I see it, the game scene changes continuously: position of objects change, their scaling and rotating change, they get animated, they explode, they get spawn or disappear. In such highly dynamic environment, such as computer game scene is, what is the point of using VBOs, if the VBOs would need to be constructed on per-frame basis anyway? Can you please help me to understand how to practically take beneif of VBOs in computer games? Can there be more vertex based VBOs (say one per one object) or there must be always exactly only one VBO present for each draw cycle?

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  • My Tech Ed North America Preview - Content Edition

    - by Chris Gardner
    As I promised in my last post, I feel the need to give you a rundown on all the technical content I am looking forward to checking out at Tech Ed this year. We shall start with the content I know I'll be able to see. This would be some demo stations in the Technical Learning Center. I will DEFINITELY be checking out the Windows Phone Device Bar. I will admit that I am a bit of a phone snob, and I just want to manhandle all that sexy, sexy tech. I am also planning on talking to the Windows Phone team and the Azure team. Year after year, I end up spending more time in either the TLC or taking certification tests than anywhere else. This leads me to the one "Exam Cram" session I hope to attend. There is a session to cram for 70-599: Designing and Developing Windows Phone Applications. I know this seems odd. I'm (sort of) an XNA guru. However, I'm not that up on my Silverlight. I know enough to add Silverlight to an XNA project. Now, let's talk breakout sessions. We always need to keep track of where we're going. I know, I talk about solving problems over forcing buzz words. However, it is important to know what those buzz words before you tell people not to use them. For this, we will look to the "What's New in Visual Studio 11" and "What's New in Microsoft .NET Framework 4.5." Of course, we do talk bad about buzz words around here. For this, I'm really looking forward to "Visual C#/Visual Basic: Becoming a Guru with Existing Features." I still have .NET 2 tricks that are crucial to my internal libraries. In depth knowledge will NEVER trump shortcut libraries. There is a session in ASP.NET for phones and tablets. For those of you that have not tried to use ASP.NET on a mobile device, there is one thing you really need to understand. Mobile devices don't use scroll bars. That's right; the thing with the least screen real estate doesn't use scroll bars. Thus, I am hoping this session will give some good advice in having an ASP.NET site target both mobile and desktop. The last "business only" session "The Accidental Team Foundation Server Admin." T & W Operations is a VERY small business. As such, I am the TFS admin because I'm the developer that is also the SQL Guru. I keep my server up, but it'd be nice to know some really cool tricks for the part time guy. This leads us the the fun sessions. Coding4Fun has a Kinect session. The Twitter followers will remember that I now have a Kinect for Windows sitting on my desk at work. I have gotten pretty handy with the device, but I KNOW I'm missing some good stuff. Finally, we come to Brian Prince's session on "Making Crazy Money with Games and the Cloud." Never mind the fact that we're using Azure at work. Never mind the fact that I'm actually using the cloud in a game. Never mind the fact that the session has the terms "Crazy Money" and "Games" in the title. If you've never seen Brian Prince speak, you're missing out. In the Hands-on-Labs, we are not allowed to make our own schedule. Instead, we're asked what sessions we can't miss, and they try to schedule around those times. This was the one session I said I couldn't miss. This should complete the technical content for the conference. Coming soon, I'll dig into the certifications I hope to attain. Then, we'll talk about the social activities for the week. Here's a preview of that. I am a member of The Krewe...

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  • I made a 2D ENGINE for Android, looking for cooperation.

    - by Roger Travis
    My name is Robert, I am an Android programmer and wanted to show off my latest project - a 2d game engine. You can see it in action here - https://play.google.com/store/apps/details?id=engineDemo.com My engine's main advantage is its ease of use. To have your level up and running, you'll need only 3 lines of code. ABoxView aboxView = new ABoxView(this); setContentView(aboxView); aboxView.loadLevel("level/level02"); Level are created in a special level constructor and object physical properties are stored in a corresponding XML file. I am looking to cooperate with those, who might be interesting in using my engine in their games. You can email me at [email protected] or post here. Thanks, Robert

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  • Shader effect similar to Metro 2033 gasmask

    - by Tim
    I was thinking about effects in games the other day and I was reminded of the Gasmask effect from Metro 2033. Once you put the gasmask on it blurred a bit in the corners and could ice up and even get cracked. I assume that something like that is done using a shader. I have been experimenting a bit with game development, so far mostly playing with existing rendering engines and adding physics support etc. I would like to learn more about this sort of effect. Can someone give me a simple example of a shader that would alter the entire scene like this. Or if not a shader then an idea on how it would be done. Thanks. Edit : Include screenshot of the metro 2033 gasmask effect.

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  • System reverts to 87Hz refresh rate at every startup after I have installed nvidia drivers

    - by Mohammad Kamil Nadeem
    Every time the system starts the screen's refresh rate reverts to 87Hz which results in a pixelated and flickery screen which I have to manually correct every time by either selecting 60Hz as my refresh rate. I have tried "save to X configuration files" and even tried by making the changes as Root but to no avail as it again reverts to 87Hz on every system startup The Open Source Drivers are Okay for regular Unity but many games don't work on it hence I had to install the nvidia drivers. I have been facing this since the Beta Phase although this is on a fresh installation of 12.04 final release. I am also providing my Xorg.conf file just in case it might help http://paste.ubuntu.com/952196/ Also for some reason Displays shows my CRT monitor as Laptop but on open source drivers it was mentioning it as a 14" CRT only This bug is also present on Edubuntu 12.04 This is not present on Xubuntu 12.04 I had selected to install updates and 3rd party software on the install and was greeted with a correct refresh rate screen on the Boot Up. I like Xubuntu.

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  • MUD source code

    - by Tchalvak
    I haven't been able to find a lot of the old, open source mud source codes. I find the way they did things very applicable to text-based/browser based games, and I'd love to be able to skim through parts of 'em for inspiration. For instance, we have this huge list of muds and the relationships between them, but little by way of access to source code. http://en.wikipedia.org/wiki/MUD_trees Often (I'm looking at you, dikumud, http://www.dikumud.com/links.aspx ) the sites of the mud itself doesn't even have a working link to the source. https://github.com/alexmchale/merc-mud has a copy of merc that I found, which certainly contains other works within it's history, but the pickings seems sparse. Does anyone have better resources for gaining access to MUD source code than these?

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  • Referencing environment variables *in* /etc/environment?

    - by Stefan Kendall
    I recently discovered /etc/environment, which seems a more standard way to setup simple environment variables than scripts, but I was wondering if there was a way to back-reference environment variables in the /etc/environment file. That is, I have this: JAVA_HOME="/tools/java" GRAILS_HOME="/tools/grails" GROOVY_HOME="/tools/groovy" GRADLE_HOME="/tools/gradle" PATH="/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games" If I try to add $JAVA_HOME/bin to the PATH definition, however, I get $JAVA_HOME/bin, and not the interpolated variable. To remedy this, I'm creating environment.sh in profile.d to add the /bin entries to the path, but this seems sloppy and disorganized. Is there a way to backreference the environment variables in /etc/environment?

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  • Game mechanics patterns database?

    - by Klaim
    Do you know http://tvtropes.org ? It's a kind of wiki/database with scenaristic tropes, patterns that you can find in tones of stories, in tv shows, games, books, etc. Each trope/pattern have a (funny) name and there are references to where it appears, and the other way arround : each book/game/etc. have a list of tropes that it contains. I'm looking for an equivalent but for game mechanics patterns, something like "Death is definitive", "Perfect physical control (no inertia)", "Excell table gameplay", etc. I think it would be really useful. I can't find an equivalent for game mechanics (tvtrope is oriented to scenario, not game mechanics). Do you know any?

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  • SQL SERVER – SSMS: Top Object and Batch Execution Statistics Reports

    - by Pinal Dave
    The month of June till mid of July has been the fever of sports. First, it was Wimbledon Tennis and then the Soccer fever was all over. There is a huge number of fan followers and it is great to see the level at which people sometimes worship these sports. Being an Indian, I cannot forget to mention the India tour of England later part of July. Following these sports and as the events unfold to the finals, there are a number of ways the statisticians can slice and dice the numbers. Cue from soccer I can surely say there is a team performance against another team and then there is individual member fairs against a particular opponent. Such statistics give us a fair idea to how a team in the past or in the recent past has fared against each other, head-to-head stats during World cup and during other neutral venue games. All these statistics are just pointers. In reality, they don’t reflect the calibre of the current team because the individuals who performed in each of these games are totally different (Typical example being the Brazil Vs Germany semi-final match in FIFA 2014). So at times these numbers are misleading. It is worth investigating and get the next level information. Similar to these statistics, SQL Server Management studio is also equipped with a number of reports like a) Object Execution Statistics report and b) Batch Execution Statistics reports. As discussed in the example, the team scorecard is like the Batch Execution statistics and individual stats is like Object Level statistics. The analogy can be taken only this far, trust me there is no correlation between SQL Server functioning and playing sports – It is like I think about diet all the time except while I am eating. Performance – Batch Execution Statistics Let us view the first report which can be invoked from Server Node -> Reports -> Standard Reports -> Performance – Batch Execution Statistics. Most of the values that are displayed in this report come from the DMVs sys.dm_exec_query_stats and sys.dm_exec_sql_text(sql_handle). This report contains 3 distinctive sections as outline below.   Section 1: This is a graphical bar graph representation of Average CPU Time, Average Logical reads and Average Logical Writes for individual batches. The Batch numbers are indicative and the details of individual batch is available in section 3 (detailed below). Section 2: This represents a Pie chart of all the batches by Total CPU Time (%) and Total Logical IO (%) by batches. This graphical representation tells us which batch consumed the highest CPU and IO since the server started, provided plan is available in the cache. Section 3: This is the section where we can find the SQL statements associated with each of the batch Numbers. This also gives us the details of Average CPU / Average Logical Reads and Average Logical Writes in the system for the given batch with object details. Expanding the rows, I will also get the # Executions and # Plans Generated for each of the queries. Performance – Object Execution Statistics The second report worth a look is Object Execution statistics. This is a similar report as the previous but turned on its head by SQL Server Objects. The report has 3 areas to look as above. Section 1 gives the Average CPU, Average IO bar charts for specific objects. The section 2 is a graphical representation of Total CPU by objects and Total Logical IO by objects. The final section details the various objects in detail with the Avg. CPU, IO and other details which are self-explanatory. At a high-level both the reports are based on queries on two DMVs (sys.dm_exec_query_stats and sys.dm_exec_sql_text) and it builds values based on calculations using columns in them: SELECT * FROM    sys.dm_exec_query_stats s1 CROSS APPLY sys.dm_exec_sql_text(sql_handle) AS s2 WHERE   s2.objectid IS NOT NULL AND DB_NAME(s2.dbid) IS NOT NULL ORDER BY  s1.sql_handle; This is one of the simplest form of reports and in future blogs we will look at more complex reports. I truly hope that these reports can give DBAs and developers a hint about what is the possible performance tuning area. As a closing point I must emphasize that all above reports pick up data from the plan cache. If a particular query has consumed a lot of resources earlier, but plan is not available in the cache, none of the above reports would show that bad query. Reference: Pinal Dave (http://blog.sqlauthority.com)Filed under: SQL, SQL Authority, SQL Query, SQL Server, SQL Server Management Studio, SQL Tips and Tricks, T SQL Tagged: SQL Reports

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  • Exitus Acta Probat: The Post-Processing Module

    - by Phil Factor
    Sometimes, one has to make certain ethical compromises to ensure the success of a corporate IT project. Exitus Acta Probat (literally 'the result validates the deeds' meaning that the ends justify the means)It was a while back, whilst working as a Technical Architect for a well-known international company, that I was given the task of designing the architecture of a rather specialized accounting system. We'd tried an off-the-shelf (OTS) Windows-based solution which crashed with dispiriting regularity, and didn't quite do what the business required. After a great deal of research and planning, we commissioned a Unux-based system that used X-terminals for the desktops of  the participating staff. X terminals are now obsolete, but were then hot stuff; stripped-down Unix workstations that provided client GUIs for networked applications long before the days of AJAX, Flash, Air and DHTML. I've never known a project go so smoothly: I'd been initially rather nervous about going the Unix route, believing then that  Unix programmers were excitable creatures who were prone to  indulge in role-play enactments of elves and wizards at the weekend, but the programmers I met from the company that did the work seemed to be rather donnish, earnest, people who quickly grasped our requirements and were faultlessly professional in their work.After thinking lofty thoughts for a while, there was considerable pummeling of keyboards by our suppliers, and a beautiful robust application was delivered to us ahead of dates.Soon, the department who had commissioned the work received shiny new X Terminals to replace their rather depressing lavatory-beige PCs. I modestly hung around as the application was commissioned and deployed to the department in order to receive the plaudits. They didn't come. Something was very wrong with the project. I couldn't put my finger on the problem, and the users weren't doing any more than desperately and futilely searching the application to find a fault with it.Many times in my life, I've come up against a predicament like this: The roll-out of an application goes wrong and you are hearing nothing that helps you to discern the cause but nit-*** noise. There is a limit to the emotional heat you can pack into a complaint about text being in the wrong font, or an input form being slightly cramped, but they tried their best. The answer is, of course, one that every IT executive should have tattooed prominently where they can read it in emergencies: In Vino Veritas (literally, 'in wine the truth', alcohol loosens the tongue. A roman proverb) It was time to slap the wallet and get the department down the pub with the tab in my name. It was an eye-watering investment, but hedged with an over-confident IT director who relished my discomfort. To cut a long story short, The real reason gushed out with the third round. We had deprived them of their PCs, which had been good for very little from the pure business perspective, but had provided them with many hours of happiness playing computer-based minesweeper and solitaire. There is no more agreeable way of passing away the interminable hours of wage-slavery than minesweeper or solitaire, and the employees had applauded the munificence of their employer who had provided them with the means to play it. I had, unthinkingly, deprived them of it.I held an emergency meeting with our suppliers the following day. I came over big with the notion that it was in their interests to provide a solution. They played it cool, probably knowing that it was my head on the block, not theirs. In the end, they came up with a compromise. they would temporarily descend from their lofty, cerebral stamping grounds  in order to write a server-based Minesweeper and Solitaire game for X Terminals, and install it in a concealed place within the system. We'd have to pay for it, though. I groaned. How could we do that? "Could we call it a 'post-processing module?" suggested their account executive.And so it came to pass. The application was a resounding success. Every now and then, the staff were able to indulge in some 'post-processing', with what turned out to be a very fine implementation of both minesweeper and solitaire. There were several refinements: A single click in a 'boss' button turned the games into what looked just like a financial spreadsheet.  They even threw in a multi-user version of Battleships. The extra payment for the post-processing module went through the change-control process without anyone untoward noticing, and peace once more descended. Only one thing niggles. Those games were good. Do they still survive, somewhere in a Linux library? If so, I'd like to claim a small part in their production.

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  • AJI Report with Nat Ryan&ndash;Discussion about Game Development with Corona Labs SDK

    - by Jeff Julian
    We sat down with Nat Ryan of Fully Croisened to talk about Game Development and the Corona Labs framework. The Corona SDK is a platform that allows you to write mobile games or applications using the Lua language and deploy to the iOS and Android platforms. One of the great features of Corona is the compilation output is a native application and not a hybrid application. Corona is very centered around their developer community and there are quite a few local meetups focused on the helping other developers use the platform. The community and Corona site offers a great number of resources and samples that will help you get started in a matter of a few days. If you are into Game Development and want to move towards mobile, or a business developer looking to turn your craft back into a hobby, check out this recording and Corona Labs to get started.   Download the Podcast   Site: AJI Report – @AJISoftware Site: Fully Croisened Twitter: @FullyCroisened Site: Corona Labs

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  • AMD E1-1200 Slow?

    - by Tim Rijckaert
    I recently installed Ubuntu 12.04 32bit with Gnome 3 on a Toshiba 850D-104 for a friend of mine. This friend only surfs the web, checks for emails and plays online flash games a lot I was chocked to see that the laptop was rather sluggish. I mean you get what you pay for, with this kind of processor (AMD E1-1200, dual-core 1.4Ghz), but it's a bit too much! It takes 10 seconds to just open up Chromium (1 tab!) not to mention when he plays a flash-game it's stuttery and becomes unplayable. What can I do? I already tried Lubuntu, but it's not that much faster. I checked the resources and the ram is only 300Mb from the 6Gig installed? The Graphics card is a AMD HD Radeon 7310 (and the FGLRX-driver is installed) Any solutions for a sluggish Flash experience on Ubuntu? Thanks

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  • Can GMod/SFM models be converted to Unity GameObjects?

    - by Supuhstar
    Someone made a suite of GMod/SFM models available for free for people making games and videos in GMod and SFM. These are of type .dmx, .dx80.vtx, .dx90.vtx, .mdl, .phy, .sw.vtx, .vvd, .vmt, and .vtf. I fon't use GMod or SFM, so I don't know what these are, thus making it hard for me to manually convert them. Is there any way to change these into files Unity can recognize and use? I'd like to have an easy step from converting them, but I would also accept instructions on how to export them to generic mesh/skeleton/texture files, and then how to import and combine these in Unity.

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  • Google I/O 2012 - Turning the Web Up to 11

    Google I/O 2012 - Turning the Web Up to 11 Chris Wilson This session will cover the web audio capabilities for games and music. We'll walk through the audio element and the Web Audio API, and dive deep into using the Web Audio API for game audio and building music applications. We'll also cover how to use the Node graph structure to build audio processing chains, and how to use analysis to do interesting tricks. For all I/O 2012 sessions, go to developers.google.com From: GoogleDevelopers Views: 626 13 ratings Time: 01:00:36 More in Science & Technology

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  • How to make and render a simple game just with 3d max?

    - by Sina
    I want to make a simple EXE file, where there is one object in the scene and the user can rotate that object by using arrow keys (or mouse). Is there any way in which I don't have to use a game engine and do it only using 3dsmax script? Cause there is a special renderer I want to use, which is V-Ray a kind of renderer which provides 3D images for 3D glasses. I am not good at making games and engines so I want to know if I can do it only with 3dsmax scripts?

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  • General approach to isometrics

    - by MrThys
    I am currently discovering the world of isometrics, now I found out there are two approaches to creating the tilemap; Just create 2:1 ratio tile-images and draw those. Creating squares and transforming them to the 2:1 ratio. What is the general approach on developing an isometric game? Now I was wondering a few things; How do more known games like AOE1/2 do this? What are the pros/cons of both methods? Which method is preferred to be used in this day and age? Edit added more general question

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  • Real-Time Strategy Gameplay

    - by Ahmad Alkhawaja
    I am working on building a HTML5 RTS game, and my current state is that I am building the Campaign mode of the game, and want to define the gameplay (The Scoring, Unit Behaviors/Attributes). I am searching for links/articles/books about how to define the gameplay, for me this: The scoring Figuring out levels of control (in any RTS game, there is units, individuals and squads) Unit action/attributes/properties point timing (how long it will take to play?) Achievements ..etc I want to see how they usually define these areas in RTS games, I expect to see general document discussing this concept that I can use to build the gameplay. Any idea? Is my question clear or I need to provide more details?

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  • Online Multiplayer Game Architecture [on hold]

    - by Eric
    I am just starting to research online multiplayer game development and I have a high-level architectural question regarding how online multiple games function. I have server-side and client-side programming experience, and I understand how AJAX-esque transfer protocol operates. What I don't understand yet is how online multiple fits into all of that. For example, an online Tetris multiplayer game. Would both players have the entire Tetris game built out on their client-side and then get pushed "moves" from the other player via some AJAX-esque mechanism, in which case each client would have to be constantly listening via JavaScript for inbound "moves" and update the client appropriately? Or would each client build out the aesthetics and run a virtual server per game to which each client connects and thus pull and push commands in real-time via something like web sockets? I apologize if this question is too high-level and general, but I couldn't find anything online that offered this high-level of a perspective on the topic.

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  • Performance of pixel shaders vs. SpriteBatch: XNA

    - by ashes999
    Precondition: I read this question/answer about using shaders, or spritebatch, to render and mark a sprite. I need to do something like that. I also have a 2D lighting PoC which I need to write. The way it will work will basically be something like: Draw all the sprites Draw lighting gradients to create a lighting texture Multiply/add the lighting texture to achieve different effects (I use multiple passes of add/multiply the lighting texture to achieve different effects.) My question is really about a generalization: can I say with certainty that pixel shaders are always faster than adding/multiplying textures to the SpriteBatch? Or that adding/multiplying is always faster? Or if it's not generalizable, how do I decide which approach to take, given that I can probably code either of them? (If it matters, I'm using MonoGame 3.0 beta for Windows games)

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