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  • Source Example 6 - Fog SM 1.1 to 2

    [youtube]http://www.youtube.com/watch?v=NdPEhjL9ufo[/youtube] This example shows the use of shader model 1.1 - 2 methodology for fog by using the render states. Controls Mouse to rotate camera. Arrow Keys to translate camera. F1 Switch Fog On. F2 Switch Fog Off. RC3DEFogSample1.zip
    Posted to RandomChaos (Weblog) by Nemo Krad on 10-15-2007
  • Source Example 5 - Ocean

    [youtube]http://www.youtube.com/watch?v=1J1M6V2EWeI[/youtube] Simply an example using the Ocean shader and class. Controls Mose to rotate the camera. Arrow Keys to translate the camers. F1 - F12 to alter Ocean paramters. F1 & F2 Swich Alpha On/Off F3 & F4 Alter Ocean Color F5 - F10 Vary wave...
    Posted to RandomChaos (Weblog) by Nemo Krad on 10-15-2007
  • Source Example 4 - Terrain

    [youtube]http://www.youtube.com/watch?v=WDzWlKpa07o[/youtube] So onto terrain, this example uses a height map 128X128 and is configured to use Riemers origional terrain shader (modified for the engine). Also included in this example are my terrain shaders along with the modified bump maped versions of...
    Posted to RandomChaos (Weblog) by Nemo Krad on 10-15-2007
  • Source Example 3 - Mesh Animation

    [youtube]http://www.youtube.com/watch?v=tcDqXq58yds[/youtube] Still showing the use of the model class, in this example we have an animated mesh (X format). Again this is another simple example using the RandomchaosContentPipelineManager to load the mesh's animation data and using the shader to animate...
    Posted to RandomChaos (Weblog) by Nemo Krad on 10-15-2007
  • Source Example 2 - Scene Picking & Targets

    [youtube]http://www.youtube.com/watch?v=m2qyoLI598k[/youtube] Moving on from example 1 but sticking with the Model and Scene class, this example shows how to apply picking objects from the scene and also how to apply a targeting reticle to a model using the Get2DCoors method. For this to be done I have...
    Posted to RandomChaos (Weblog) by Nemo Krad on 10-15-2007
  • Source Example 1 - Basic Model

    [youtube]http://www.youtube.com/watch?v=W644-S5oDkg[/youtube] Here is the first source code example, all it is is a simple model, skybox and camera implementation. This example comes with the model, two shaders, the skybox textures and the environment cubemap. The zip comes out at about 1.7M The two...
    Posted to RandomChaos (Weblog) by Nemo Krad on 10-15-2007
  • Engine Design - Source

    Here is a link to the source for this engine. It is just the source so there are no models, textures or shaders in this zip, just the engine and the content pipeline processor for models, this has extras in it for giving each mesh in a mesh a bounding box and basic animation (*.X only I think) I will...
    Posted to RandomChaos (Weblog) by Nemo Krad on 10-15-2007
  • Engine Design - Fire

    Right, Here is the code for my fire, this fire effect is not to robust really, I need to do a little more work on it so I can have true volumetric fire, also I don't like the multi mesh approach I am using either so will probably play with the shader to get it to run on a single mesh. In short I...
    Posted to RandomChaos (Weblog) by Nemo Krad on 10-15-2007
  • Engine Design - Terrain (Bump/Normal Mapping)

    Well, looks like my post on fire is on hold for now. So here is my bump/normal mapped terrain shaders and the modifications I made to my existing terrain object. Changes to the Terrain Class First thing I had to do was figure out how to add tangents to the terrain Vertex Element, so I put a post on the...
    Posted to RandomChaos (Weblog) by Nemo Krad on 10-15-2007
  • New Engine Component - Terrain With Bump Map Effect

    I know, I should be writing up the Fire class and shader, but I have been playing around with bump maps and normals and thought it would be a good idea to apply this to the terrain. I managed to do it using the shader from Reimers tutorial and modified it to render bump maps per terrain layer. Any way...
    Posted to RandomChaos (Weblog) by Nemo Krad on 10-15-2007
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