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RandomChaos

May 2009 - Posts

  • Dark Omen Games – What are we up to..?

    Well at the minute we have 2 projects on the go, first up Nebulon.

    Nebulon (play list)

    Written by Dave Bonner using his Anarchy Engine, this is turning into a nice little 2D shooter. I love the particle effects he has going on, as you can see in the clips, you fly a ship around the grid, sing “photon’s” spontaneously  erupt from the background, if they collide they create a binary bad dude, if another joins then you have a 3 photon spinning nightmare that is after your ship! More badies to come, more weapons and pick ups. We are hoping to get this up into Play Testing for XBLCG in an moth or two.

     

    Killer Core (play list)

    This game coming out of my RandomChaos 3D Engine. The idea came from an old ZX Spectrum game I used to love called StarQuake. In Killer Core, you still need to get off world, but not only are you up against the planets aboriginals but also other players trying to get off before you!! You will be able to pick up various weapon types as well as traps and shields to help you get off world or even just hinder other players. A single player mode will also be available. We are hoping to get KC into play test by December, dooner if we can..

     

    So, that’s what we are up to at the moment, what about some of the old projects, like Warheads3D and BreakThrough and OctaineX, well they are on the back burner at the moment, BreakThrough might get a re write for XNA 3.1 and Warheads3D (working title) will be ported to XNA 3.1 also, as to OctaneX, not sure if Dave will peruse it, I hope he does I kind of liked that one.

     

    Let us know what you think of our stuff, either here, on the DOG blog or the Channel.

  • Collision Detection – Per Triangle

    http://www.youtube.com/v/4Enqcn1xsHw <p><a href="http://www.youtube.com/v/4Enqcn1xsHw">http://www.youtube.com/v/4Enqcn1xsHw</a></p>

    OK, have been helping out a friend with some collision detection, and in doing so, found that my current collision system is not up to scratch. So, I am going to implement the new collision system I have come up with...
    I can't take any credit for this, all I have done is implement code from a white paper into XNA. I would not have even looked at this yet and had it on the back burner, so a big thanks to James for giving it focus :)
    As you can see from the clip, it's still early days..

    Now to be honest I am still not 100% sure I need this level of collision detection. At the moment it is only of real use for low poly models but I have a plan to get it working for large ply models. Once I have that bottomed out I’ll post the code and you can see how it’s done. DONT expect me to explain the maths, I understand the principle, but not having the maths background, I don’t feel anywhere near qualified to explain the inner workings..

    Hope you like the clip anyway..

    Should really give you the link to the white paper shouldn’t I, you can find it here.