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A Quick Note On Binary Serialization
WP7 game/app talking to WCF Web Services
Reason for Recent Radio Silence…
XNA a Kinect Component
SSAO, a start
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A Quick Note On Binary Serialization
So was playing about with Binary serialization, and think I have a nice base class you might want to use if you ever want serialize your classes. This is the base class using System; using System.Collections.Generic; using System.Linq; using System.Text;...
Published
Thu, Jan 26 2012 11:18 PM
by
Charles Humphrey
Filed under:
Serialization
,
C#
WP7 game/app talking to WCF Web Services
This post is taken from the discussion we had on the forum here . So, the OP was asking about WCF web services and I replied with my 2 peneth and said I would write a blog post about it, and this is where I will start. Stuff You Will Need (Other than...
Published
Wed, Jan 25 2012 11:45 PM
by
Charles Humphrey
Filed under:
Source
,
XNA 4.0
,
WP7
,
WCF Web Services
,
Silverlight
Reason for Recent Radio Silence…
Hello to anyone still following this blog. I just thought I should explain my (more than usual) silence over the last few months. In November we found out that my Mother is terminally ill with cancer. This has made it difficult for me to get into writing...
Published
Thu, Jan 12 2012 2:25 PM
by
Charles Humphrey
XNA a Kinect Component
So, I have been playing about with the Kinect Beta , having finally got a power supply for my Kinect sensor (I got a Slim XBox). I am not doing a great deal with this post, just thought if you have a sensor you might want to start playing with it in XNA...
Published
Wed, Oct 19 2011 9:54 PM
by
Charles Humphrey
Filed under:
XNA 4.0
,
Kinect
SSAO, a start
http://www.youtube.com/v/7mshXJNzI-o http://www.youtube.com/v/7mshXJNzI-o So, have now been playing with SSAO (Screen Space Ambient Occlusion) after finding this great article on GameDev.net http://www.gamedev.net/page/resources/_/reference/programming...
Published
Tue, Sep 27 2011 9:56 PM
by
Charles Humphrey
Filed under:
Post Processing
,
HLSL
,
Deferred Render
,
XNA 4.0
,
SSAO
Crepuscular (God) Rays and Web UI Sample
http://www.youtube.com/v/toS1n_VHLRI http://www.youtube.com/v/toS1n_VHLRI OK, this is two samples rolled into one, the first part of this sample will cover the post processing effect of Crepuscular rays I have created in XNA based on the GPU Gems 3 article...
Published
Thu, Sep 15 2011 8:12 PM
by
Charles Humphrey
Filed under:
Source
,
Post Processing
,
HLSL
,
Lighting
,
Sun
,
XNA 4.0
,
UI
,
Crepuscular Rays
,
God Rays
Crepuscular Rays Post Process
http://www.youtube.com/v/1hpdLHsU_Zs http://www.youtube.com/v/1hpdLHsU_Zs So, I have been meaning to do god rays for ages and while doing the ST Excalibur post processing framework in SlimDX, thought I would give them a go. This clip is of my XNA engine...
Published
Tue, Aug 30 2011 12:06 AM
by
Charles Humphrey
Filed under:
Post Processing
,
XNA 4.0
,
Crepuscular Rays
,
God Rays
September 2011 Talk Preview
OK, so the next XNA UK meeting will be on the 7th of September and I will be giving a short talk on using Web UI's in XNA, I thought I would put up a quick post with a picture to show the sort of thing you will be able to do. See you in September...
Published
Fri, Aug 19 2011 12:49 PM
by
Charles Humphrey
Filed under:
Talk
,
UI
XNA UK UG April 2011 Talk
I have finally got the source and ppt up for the talk I gave on the 6th of April. It was just covering the UI I created for the talk the month before, have expanded on it slightly so that you can skin it. You can find the down load here .
Published
Wed, Aug 10 2011 1:03 PM
by
Charles Humphrey
Filed under:
Source
,
Events
,
Talk
,
XNA 4.0
And now for something completely different….
Now, some of you, especially the XNAUK-UG admins will have noticed I have been a bit quieter than normal here, well that’s because, as well as working on Ghostscape for the WP7, and giving the odd talk or two for the user group meetings , I am now...
Published
Thu, Jun 16 2011 8:45 PM
by
Charles Humphrey
Bit More Terrain
http://www.youtube.com/v/szgHZ0IL6To http://www.youtube.com/v/szgHZ0IL6To Well I say Geo Clip Map, but it's my take on the GPU Gems 2 Articles on terrain. So, since the last clip I have added some lighting to the shader, I did a GPU terrain render...
Published
Sat, Jun 4 2011 12:34 AM
by
Charles Humphrey
Filed under:
Terrain
,
XNA 4.0
,
Geo Clip Mapping
Terrain: Geo Clip Mapping
http://www.youtube.com/v/u95cln5yYIY http://www.youtube.com/v/u95cln5yYIY So I decided to have a play with Geo Clip Mapping. I always wanted a decent terrain render and I think this could be a good start. Not much of a render I know, but that will come...
Published
Wed, Jun 1 2011 10:28 AM
by
Charles Humphrey
Filed under:
Terrain
,
XNA 4.0
,
Geo Clip Mapping
Blender 2.57b & XNA 4.0 Part III
<< Prev | Next >> OK, so still not much in the way of XNA, I guess I should have just called this set of posts Blender 2.57b, but all this stuff I am using form my own XNA projects, so I guess if you are using XNA and want to use Blender,...
Published
Thu, May 26 2011 8:33 PM
by
Charles Humphrey
Filed under:
Blender 2.57b
,
Normal Mapping
Blender 2.57b & XNA 4.0 Part II
<< Pev | Next >> In the previous post I covered how and where to get Blender, briefly described the windows we start with, covered a little bit about the 3D View window and how we can then export the cube mesh and add it to our XNA project...
Published
Thu, May 26 2011 12:10 AM
by
Charles Humphrey
Filed under:
Blender 2.57b
,
UV Mapping
Blender 2.57b & XNA 4.0 Part I
Next >> I have been playing about with blender, I know Ed is a big fan of the XSI Soft Image tool, but I never really got on with it, mostly due to me not spending any quality with it. So, why Blender? Well, first off, it’s free! There are also...
Published
Mon, May 23 2011 11:50 PM
by
Charles Humphrey
Filed under:
Blender 2.57b
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