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Archive for the 'xna' Category

XNA RenderTargets Sample

I’ve been pretty much computer-less at home for the past week but in the bits of time here and there I put together a small sample framework that uses render targets to do a blur effect. Now this is not a proper motion blur, or even a proper blending kernel, it doesn’t look all that […]

I updated the sample for the 3DS Loader. It now includes all the project files you need and a sample shader that can handle the basic materials in the sample model. You can build the application and it will show you the model and rotation. I don’t really have much more time to spend on […]

XNA 3DS Model Loader

Took me some time to get around to posting this but I thought it would be nice to get this to anyone who needs it. The content pipeline will remove the need to use this as you can use the fxb format from max but I may end up porting this as an importer/procesor for […]

XNA Shmup Update

More progress as of late on the xna based shmup concept. All of the gameplay mentioned in the previous post has been implemented. Some of it is not quite ‘fun’ yet. The attack pod makes things entirely too one-sided and most of the weapons need to be tweaked.

Before ragging on the game any more I’ve […]

XNA Shmup

So for anyone who cares and hasn’t heard me rant about what I wanted to do with the XNA stuff I’ll just explain it now. Ryan inspired me to go in the direction of a shmup, I have wanted to do one for a long time but this new framework seems ideally suited to a […]

This stuff is really nice. I’m actually a bit addicted to the whole thing. I finally got some shader issues sorted out. I have a few very basic shaders right now, one that renders color coded normals for debugging purposes and one that does a single directional light and diffuse shading. I picked up a […]

XNA Rainbow Mesh

Well it’s certainly not much to look at. I haven’t put too much time into getting things pretty yet but I have ported a bunch of game engine concepts from rampart already. I’ve got a simple scene system with multiple vertex/pixel shader support and runtime switching between shaders. An animation system is hooked up to […]

I had to send my laptop into Dell again for repairs since they screwed up the initial repair so I spent some mess around time on non-beatbox, non-holdem related stuff.

So I downloaded XNA framework and so far I’m really happy with how things are setup. The API is really solid and easy to use. I […]

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