XNA UK User Group

A helping hand for bedroom coders throughout the land.
in

Browse by Tags

  • Basic HLSL Lighting Techniques - Episode 3: Colour, Glow, Bump and Reflective Texture Maps

    [youtube]http://www.youtube.com/watch?v=XOujFp7ZccA[/youtube] 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 textures. Now ALL the models and the textures in this episode...
    Posted to RandomChaos (Weblog) by Nemo Krad on 11-24-2008
  • 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 a little of it's evolution. I first started...
    Posted to RandomChaos (Weblog) by Nemo Krad on 10-02-2008
  • 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 not all under one project ready for you to run and...
    Posted to RandomChaos (Weblog) by Nemo Krad on 09-29-2008
  • Generic XNA - Threading for Windows & XBox 360

    OK, I went back to my old threading code to port it to the 360 so I could start playing about with processor affinity (as promised last time) and found the compact framework for the 360 was a bit thin on the ground for parameterized threading, so I have re written the whole thing and it will now play...
    Posted to RandomChaos (Weblog) by Nemo Krad on 08-15-2008
  • Generic XNA - Threading for Windows

    Well I have done some basic threading in my job, basic stuff and thought I would try and put the basic threading I have done into an XNA Game Component. I am not saying this is how you should do your threading, my method is certainly not the only way to thread processes either and more than likely not...
    Posted to RandomChaos (Weblog) by Nemo Krad on 06-01-2008
  • Generic XNA - Movies in your Windows games

    Well, I started looking into this after a friend of mine asked if it could be done. I remembered the other week on Ziggyware that someone got a web cam to stream in an XNA app and so thought that the principle should be the same, taking the output, rendering it as a texture then applying it as you required...
    Posted to RandomChaos (Weblog) by Nemo Krad on 05-28-2008
  • Generic XNA - Fire 2D & 3D Shaders

    [youtube]http://www.youtube.com/watch?v=F2RMt7KKpW0[/youtube] Well, this should be the final post on these flame shaders. As you have seen in the previous posts I have created 2D and 3D flame shaders based on the flame shader that comes with the NVIDIA SDK. When I initially created the 2D shader I found...
    Posted to RandomChaos (Weblog) by Nemo Krad on 05-19-2008
  • Generic XNA - 3D Fire Sample

    Hope the music is acceptable this time... [youtube]http://www.youtube.com/watch?v=y-txtVQ7rUU[/youtube] Sorry about the quality of the clip, it was a 20MB clip, but I think youtube has crunched it up adn so it has lost some quality.... OK, here is the code sample for the flame shader I have adapted from...
    Posted to RandomChaos (Weblog) by Nemo Krad on 05-09-2008
  • Software License

    I have had a few people ask me now, "what license is your source released under?" and I always answer "eh?". So I have decided to take a look at a license for my downloads and have come across this one thanks to Amnesiasoft who posted it up on the HazyMind forum. It's called the...
    Posted to RandomChaos (Weblog) by Nemo Krad on 03-10-2008
  • Geographic Grid Registration - An alternative to Quadtrees and Octrees

    I guess you know what Octrees and Quadtrees are so wont go into too much detail on them here, but they are basically a great way to hold static (none moving) game objects in groups for the use of culling and the like. As stated this is great for game objects that don't move, terrain, buildings and...
    Posted to RandomChaos (Weblog) by Nemo Krad on 03-09-2008
Page 1 of 3 (23 items) 1 2 3 Next >