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Brute Force 2D Shadows…well sort of…
Blacksun Water As A Post Process
Blacksun Terrain Systems
Eye See You....
Basic HLSL Lighting Techniques Episode 8: Planet Shader…
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Brute Force 2D Shadows…well sort of…
http://www.youtube.com/v/VGeC5HYN0k0 http://www.youtube.com/v/VGeC5HYN0k0 A friend of mine was asking how to do some sort of 2D shadows for a game he is working on. We took a look at some images Catalin Zima put up on an implementation he is working on...
Published
Tue, Jun 29 2010 4:08 PM
by
Nemo Krad
Filed under:
Generic XNA
,
Source
,
2D Pixel Shaders
,
HLSL
,
Lighting
,
2D
Blacksun Water As A Post Process
http://www.youtube.com/v/9EJ_Q8VTbm0 http://www.youtube.com/v/9EJ_Q8VTbm0 OK, my mate Dave found an awesome article on gamedev.net, it was describing how to render water without any geom by doing it as a post process. Here is my attempt at it so far....
Published
Wed, Dec 23 2009 8:31 PM
by
Nemo Krad
Filed under:
Terrain
,
Water
,
Generic XNA
,
Post Processing
,
2D Pixel Shaders
,
Lighting
,
XNA 3.1
,
Blacksun
,
Deferred Render
,
Directional Lights
Blacksun Terrain Systems
http://www.youtube.com/v/VZGz8U89kOg http://www.youtube.com/v/VZGz8U89kOg I have started to move some old and new stuff into the engine, in this clip you can see the start of my new terrain system. It's based on GeoClip mapping, but at the moment...
Published
Fri, Dec 18 2009 2:23 PM
by
Nemo Krad
Filed under:
Terrain
,
Generic XNA
,
Lighting
,
XNA 3.1
,
Instancing
,
Blacksun
,
Deferred Render
,
Directional Lights
Eye See You....
http://www.youtube.com/v/iH-DobURJ1I http://www.youtube.com/v/iH-DobURJ1I Was doing some Blender3D modeling for Killer Core and spotted in the Noob to Pro Wiki a "Pixar" Eye example. So I had a go and not being the greatest at blender found...
Published
Sat, Jun 6 2009 1:00 AM
by
Nemo Krad
Filed under:
Generic XNA
,
HLSL
,
XNA 3.0
,
Lighting
Basic HLSL Lighting Techniques Episode 8: Planet Shader…
http://www.youtube.com/v/WdwJ2WvjY_A http://www.youtube.com/v/WdwJ2WvjY_A In this post I am going to show you how to do multiple passes, how to make your handy HLSL function calls available to more than one shader at a time, how to pass variables to pixel...
Published
Wed, Apr 22 2009 8:28 PM
by
Nemo Krad
Filed under:
Generic XNA
,
Source
,
Tutorial
,
HLSL
,
XNA 3.0
,
Lighting
Basic HLSL Lighting Techniques - Episode 7: Simple Animation
http://www.youtube.com/v/Igt5R9Eigvw http://www.youtube.com/v/Igt5R9Eigvw Now this is very simple animation, no bones are used at all here. The point of this post is to show you how you can manipulate vertices in the shader. What I intend to do with this...
Published
Wed, Jan 21 2009 8:00 PM
by
Nemo Krad
Filed under:
Generic XNA
,
Source
,
Animation
,
Tutorial
,
HLSL
,
XNA 3.0
,
Lighting
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...
Published
Tue, Jan 6 2009 9:43 PM
by
Nemo Krad
Filed under:
Generic XNA
,
SkySphere
,
HLSL
,
XNA 3.0
,
Lighting
,
Glass
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...
Published
Mon, Nov 24 2008 1:49 PM
by
Nemo Krad
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...
Published
Wed, Nov 12 2008 10:34 PM
by
Nemo Krad
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...
Published
Tue, Nov 11 2008 11:09 AM
by
Nemo Krad
Filed under:
Generic XNA
,
HLSL
,
XNA 3.0
,
Lighting
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