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  • 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
  • Geographins Grid Registration System Source

    This is the source for my GGR implementation. Please see this post for further details.
    Posted to RandomChaos (FileGallery) by Nemo Krad on 03-09-2008
  • 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
  • Shader Fog

    Have found out how to do fog in the shader so this means that you can now have fog in your XBox 360 games as well as your Windows based games. As usual it is a matter of adding the right semantic and setting the correct renderstate in the shader. So, the code. Shader Model 1.1 - 2 In your Shader's...
    Posted to RandomChaos (Weblog) by Nemo Krad on 10-15-2007
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