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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 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
  • Engine Design - Water (Ocean)

    Now, once I had a terrain object I thought it would be great to get a water model to go with it. I thought I would just use the terrain class and modify it so that it was flat. I then needed a shader to do my water effect, and being new to all this 3D stuff and HLSL, did not have the skills to write...
    Posted to RandomChaos (Weblog) by Nemo Krad on 10-15-2007
  • Engine Design - Terrain

    Well this is my version of a terrain class for the Engine, it is a very simple class. I took the initial idea and I guess framework from Riemers Series 4 tutorial and got it to fit my engine. I added a few methods to it to make it a bit more user friendly, for instance there is a method to tell if an...
    Posted to RandomChaos (Weblog) by Nemo Krad on 10-15-2007
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