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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
  • Rolling Shader Fog

    This sample project shows rolling fog created in the shaders using a similar Perlin noise method in the SkySphere sample. This solution has both XNA 1.0 Refresh and XNA 2.0 projects in it
    Posted to RandomChaos (FileGallery) by Nemo Krad on 01-03-2008
  • Rolling Shader Fog

    [youtube]http://www.youtube.com/watch?v=1ajrL-iORZk[/youtube] Well here is my rolling fog. The sample download has two projects, one for XNA 1.0 Refresh and the other for XNA 2.0. I got it up and running on my 360, but for some reason on there the textures got mashed, the fog was fine though. I will...
    Posted to RandomChaos (Weblog) by Nemo Krad on 01-03-2008
  • 3D Scaled PointSprite Particles

    Well as mentioned in my previous post, here is the 3D particle system again only this time the particles are scaled. You will find 4 projects in the download, 2 for XNA 1.0 Refresh with one being for the PC the other for the XBox and the same again for XNA 2.0
    Posted to RandomChaos (FileGallery) by Nemo Krad on 12-19-2007
  • 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
  • BreakThrough XBox 360 Release

    This is the full release of BreakThrough for the XBox 360 from Dark Omen Games . We took the idea of Breakthrough and Arkanoid and have moved it to 3D. There are 10 levels, getting progressively harder as the ball speed increases as does the block depth. All levels have there pick ups randomly generated...
    Posted to Dark Omen (FileGallery) by Nemo Krad on 12-15-2007
  • SkySphere With Clouds Source

    This is the source of my SkySphere project using textured clouds to emulate a cloud system. Post is here .
    Posted to RandomChaos (FileGallery) by Nemo Krad on 11-26-2007
  • Sky Sphere Clouds Source

    [youtube]http://www.youtube.com/watch?v=1WAP0em8Zzk[/youtube] I have altered the shader a bit since my last post. I now only use a single cloud texture, sample that three times and rotate each sample over the other and add the result to the sky color. I have done this as passing more was having an impact...
    Posted to RandomChaos (Weblog) by Nemo Krad on 11-26-2007
  • Dynamic Sky Sphere With Clouds

    OK, have a major project on at work, but still finding time to play with this :P Just so you don't go reading the whole post and then find there is no source link at the bottom, there is no source with this post..... Right, so I wanted to add clouds to this shader and I thought, a Perlin noise generated...
    Posted to RandomChaos (Weblog) by Nemo Krad on 11-23-2007
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