If I make a GlobalShare class to pass around public static vars (like GraphicsDevice), do I need to initialize it somewhere?
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Replying to @DaveVoyles
@DaveVoyles Probably makes most sense to initialize your "global" statics as early as you can.1 reply 0 retweets 0 likes -
Replying to @alphatrak
@alphatrak how can I do that? Do I initialize the whole class in Game le something?3 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles@alphatrak Doesn't matter when you initialize it so much as you initialize it before you use it. Put it where makes sense to you3 replies 0 retweets 0 likes -
Replying to @KrisWD40
@KrisWD40@alphatrak from Game1 into GameplayScreen, to use in Mercury particle engine I return null. So I need something sooner.1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles I'd say move your game specific object creation stuff from Game1 into Initialize(). Sounds like that might solve the problem.1 reply 0 retweets 0 likes -
Replying to @alphatrak
@alphatrak hmmm I'll look into it as let you know how it goes. Thank you!1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles if you need help I can look at your code.. just let me know.4 replies 0 retweets 0 likes
@alphatrak Sure, I could skip Mercury completely, but when I'm so close, things like this drive me nuts!
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