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  • 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
  • Volumetric Clouds Source Code

    This is the download of my basic volumetric cloud system. Please remember if you are using this system for comercial purposes to create your own sprite sheet as the sprite sheet supplied here is licenced to Microsoft. See this license .
    Posted to RandomChaos (FileGallery) by Nemo Krad on 10-02-2008
  • ReMix08 Source

    This zip file has the source for the ReMix08 Demo I did.
    Posted to RandomChaos (FileGallery) by Nemo Krad on 09-29-2008
  • 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 - Fire 2D & 3D Source

    This solution holds both 2D and 3D flame effects.
    Posted to RandomChaos (FileGallery) 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
  • SkyBox Shader Fix

    I have found my skybox shader has a bug in it, the shader displays the cubemap as a reflection, the following shader code will give a better result. So, if you have used my skybox sample then replace the shader with this code: Texture surfaceTexture; samplerCUBE TextureSampler = sampler_state { texture...
    Posted to RandomChaos (Weblog) by Nemo Krad on 05-09-2008
  • Generic XNA - Ocean II Source

    The solution and project for my fixed NVIDIA Ocean shader implementation.
    Posted to RandomChaos (FileGallery) by Nemo Krad on 05-05-2008
  • RandomChaos GSM Source

    This is the source to my GSM. To use in an existing solution, either add to the existing solution and when adding resource select from project tab, or open in it's own solution, build then browse for the binary when adding as the reference. It also comes with an example game project that is using...
    Posted to RandomChaos (FileGallery) by Nemo Krad on 04-07-2008
  • 3D Billboard Particles Tutorial VI

    [youtube]http://www.youtube.com/watch?v=tnsSfwGfM3U[/youtube] So, we have seen PointSprite particles in 3D, but what about billboarding?? You may be asking at this point, what is billboarding and why would I want to use it when I already have a nice PoitSprite system that does the job I want...? A billboard...
    Posted to RandomChaos (Weblog) by Nemo Krad on 04-01-2008
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