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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
  • 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
  • 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
  • 3D Scaled PointSprite Particles

    [youtube]http://www.youtube.com/watch?v=_sx0KDO-ZbA[/youtube] Well as mentioned in my previous post, here is the 3D particle system again only this time the particles are scaled. Now I didn't think that you could scale pointsprites, but it turns out you can :P I found out after going to an XNA meeting...
    Posted to RandomChaos (Weblog) by Nemo Krad on 12-19-2007
  • SM3 Fog

    [youtube]http://www.youtube.com/watch?v=-DyzjvsToE8[/youtube] So here is the SM3 (Shader Model 3) HLSL fog. Now this is taken pretty much 99% from Leaf's example, but thought I would comment on how easy this technique is to put into your existing shaders. I also found that adding this to a shader...
    Posted to RandomChaos (Weblog) by Nemo Krad on 10-15-2007
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