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Basic HLSL Lighting Techniques - Episode 6: Environment Maps - Reflection & Refraction
http://www.youtube.com/v/_gSZ8CA2t70 http://www.youtube.com/v/_gSZ8CA2t70 Having played about with the NVIDIA Glass shader and my own (old) attempts at glass I have come up with this post Refraction Refraction is the light passing through an object but...
Posted to
RandomChaos
by
Nemo Krad
on Tue, Jan 6 2009
Filed under:
Generic XNA
,
SkySphere
,
HLSL
,
XNA 3.0
,
Lighting
,
Glass
Basic HLSL Lighting Techniques - Episode 5: Environment Maps - NVIDIA Glass
http://www.youtube.com/v/WK6pDZz1xBk http://www.youtube.com/v/WK6pDZz1xBk OK, as you can see this may well not be all that basic, but if you have already used my sky box sample then you have already used an Environment map (as a result of this have found...
Posted to
RandomChaos
by
Nemo Krad
on Sun, Jan 4 2009
Merry Xmas
Well, it's that time of year again and with the normal festive madness I have not had time to post any more on my HLSL series, but there is more to come in that range and once the festivities have died down and I sober up I'll start posting again...
Posted to
RandomChaos
by
Nemo Krad
on Mon, Dec 22 2008
Basic HLSL Lighting Techniques - Episode 4: How to apply Episode 3 shader to another model
In this post I am going to show how you can apply the effects from Episode 3 to another model. In this case the LandShark model that also ships with the DirectX SDX. It's not really a HLSL post, but related. The model comes with a diffuse texture...
Posted to
RandomChaos
by
Nemo Krad
on Wed, Dec 3 2008
Filed under:
Bump/Normal Mapping
,
Generic XNA
,
Source
,
XBox 360
,
HLSL
,
XNA 3.0
Basic HLSL Lighting Techniques - Episode 3: Colour, Glow, Bump and Reflective Texture Maps
http://www.youtube.com/v/XOujFp7ZccA http://www.youtube.com/v/XOujFp7ZccA I guess the next natural step is texturing a model. In this episode I am going to cover basic texturing, then go onto what I call glow maps, then bump mapping and then reflective...
Posted to
RandomChaos
by
Nemo Krad
on Mon, Nov 24 2008
Filed under:
Bump/Normal Mapping
,
Generic XNA
,
Source
,
Tutorial
,
HLSL
,
XNA 3.0
,
Lighting
Basic HLSL Lighting Techniques - Episode 2: Coloured, Specular & Multiple Lights
http://www.youtube.com/v/Dj6V7hwVcPg http://www.youtube.com/v/Dj6V7hwVcPg Coloured Light So the last shader we did had both ambient and diffuse lighting in it. But what if your light is coloured and has a varying brightness? All we have to do is add two...
Posted to
RandomChaos
by
Nemo Krad
on Wed, Nov 12 2008
Filed under:
Generic XNA
,
XBox 360
,
HLSL
,
XNA 3.0
,
Lighting
Basic HLSL Lighting Techniques - Episode 1: Ambient and Diffuse
http://www.youtube.com/v/2n7_hXgoQdE http://www.youtube.com/v/2n7_hXgoQdE All my HLSL and lighting knowledge has come pretty much from one book Programming Vertex and Pixel Shaders by Wolfgang Engel , which I insist you should buy if you are getting into...
Posted to
RandomChaos
by
Nemo Krad
on Tue, Nov 11 2008
Filed under:
Generic XNA
,
HLSL
,
XNA 3.0
,
Lighting
RandomChaos 3D Engine in XNA 3.0
If you have subscribed to my YouTube Channel (some of you have), then you will know I have started to re-create my 3D engine. I have a most of my blog items in there now ported over to 3.0, but still have a way to go. I am finding, as I integrate my blog...
Posted to
RandomChaos
by
Nemo Krad
on Fri, Oct 31 2008
Filed under:
Randomchaos 3D Engine
,
XNA 3.0
XNA 3.0 Released!
You can grab a nice shiny new copy of XNA 3.0 here .... Guess I should get a full creators club membership now then...
Posted to
RandomChaos
by
Nemo Krad
on Thu, Oct 30 2008
Filed under:
XNA 3.0
C++ hmmmm.....
Not that many of you will be interested in ANY C++ code, BUT, I have started to play with some C++ and DirectX9. At first so I can get a better understanding of what is going on under the XNA layer and it has made me appreciate just how much XNA does...
Posted to
RandomChaos
by
Nemo Krad
on Mon, Oct 27 2008
Filed under:
C++
XNA-UK UG Meet - October 17th
This post is for those of you who have not subscribed to the main RSS feed (and why not?!) I strongly recommend you go to this as the guys from Beatnik games are showing off (and asking you to play to destruction) there first commercial XNA game Plain...
Posted to
RandomChaos
by
Nemo Krad
on Wed, Oct 8 2008
Filed under:
Generic XNA
,
XNA-UK UG Meeting
Show & Tell Special: Plain Sight, Sumo Squash, Big Screen Multi Player Fun
We're having another show & tell session, since the last one was so much fun. This time with 2 special guests, the Beatnik folks will be showing off their game Plain Sight and our own Herriman winners will be showing their lovely looking, DBP...
Posted to
XNA UK News
by
leaf
on Sat, Oct 4 2008
Filed under:
events
Volumetric Clouds - Source
Now, I said I wanted to get the editor written up before I posted the basic system, but I have had so many requests for it I thought I may as well get the base up and I can build on it as the system evolves. Before I get into the code, I'll explain...
Posted to
RandomChaos
by
Nemo Krad
on Thu, Oct 2 2008
Filed under:
Generic XNA
,
Source
,
Particle System
,
Clouds
,
XBox 360
,
XNA 2.0
,
HLSL
ReMix 08 - Demo Source Code
Some of you that have come to this blog after going to the ReMix 08 conference are probably wondering, "Where is that source code Paul said would be here!?" Well, most of it is here, it's just smashed across a lot of posts. But, it's...
Posted to
RandomChaos
by
Nemo Krad
on Mon, Sep 29 2008
Filed under:
Terrain
,
Generic XNA
,
Source
,
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,
Post Processing
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Clouds
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Sora World - A Dream Build Play Entry for 2008
Before I start this post here is a description of what we intend Sora to be: Ideally a two player networked game where you choose to be either a Pilot or a Navigator. The game will be story driven but have a complex progress tree and so resulting in different...
Posted to
RandomChaos
by
Nemo Krad
on Wed, Sep 24 2008
Filed under:
Clouds
,
Games
,
Dream Build Play 2008
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