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What samples would you like to see next?

Last post 4/14/2007 4:51 PM by smokeBON. 69 replies.
  • 3/16/2007 8:25 AM In reply to

    Re: What samples would you like to see next?

    1) More samples on the Content Framwwork and jazzy things to be done with import processors

    2) the obligitory requqest for more integrated shader and HLSL examples

    3) Game Framework and makeup - similar to what George C threw together but a bit more orientated (i.e workouts from the spacewar game makeup)

    Theres my 2 pence worth

    P.S

    Shawn, I Know this has been asked once or twice (probably about a million times) but following the GDC slides for XNA which mentions the Racer game (again) and the terrain demo, when are these comming up?

    Rgds

    Darkside

    Darkside
    http://thegamedevspace.spaces.live.com/
  • 3/17/2007 7:35 AM In reply to

    Re: What samples would you like to see next?

    Regarding making an installer for a XNA game, I've started this thread, with what I've managed to get working using InnoSetup so far.

     -Pelle

     

  • 3/19/2007 6:14 PM In reply to

    Re: What samples would you like to see next?

    Hi there, I'd like to see some thoughts on the separation of concerns in client/server design.

    For example, how have others solved the problem of mirroring state changes on the server out to all the clients?

  • 4/5/2007 11:03 AM In reply to

    Re: What samples would you like to see next?

    I would like to see samples that correspond to the tutorials in the help files.  Many times these requrie resources, such as models or textures.  I would be nice to have these packaged up in a read to consume sample.

    -Wil Burton
  • 4/5/2007 2:20 PM In reply to

    Re: What samples would you like to see next?

    I think like everyone is saying we need a better explanation about the inner working of shaders and how the integrate into the code.

    A free floating camera system would be nice, like maybe a camera linked to the right stick like in many games today

     A tutorial on input mapping, like the differnce between using a keyboard and the controlller, or maybe a tutorial on how to customize controls in game

    Any kind of tutorial that implements RTS style gameplay, i.e A context sensitive point and click system

    Any aiming trajectory tutorial.  Like how to make a unit face a target (in 2D)

    Also what i really think is needed is a start to finish tutorial.  Like everything from make the model to distributing the game.

     

     

  • 4/5/2007 5:30 PM In reply to

    Re: What samples would you like to see next?

    3D Collision is a must. A simple sample that makes a user controlled camera move around a .X world/terrain will be helpfull. I learned to program video games using a similar sample that explained how to load the world, iterate through the meshes of this .X world, add them to the collision system based on the a category tag, and finally showed how to reposition the objects after a collision was detected.
  • 4/6/2007 9:43 AM In reply to

    Re: What samples would you like to see next?

    I'll cast a vote for a deferred shading implementation.  I understand the concept behind it, but I cannot put it all together.  Something showing an XNA specific example would be very helpful.

    Another thing might be how to do mesh or hardware instancing, or overall good practice techniques for rendering large amounts of geometry such as terrain and particle systems.

  • 4/6/2007 11:41 AM In reply to

    Re: What samples would you like to see next?

    I would like to see some samples on lighting as well, but I would also like to see some explanation on creating a pipeline to say load files from a 3D level mapping program like 3D World Studio.

     Another tutorial I would like to see would be some examples on basic 3D engine structure and design.

  • 4/6/2007 1:18 PM In reply to

    Re: What samples would you like to see next?

    there are so many things i want to see: HDR, deferred shading, instancing,vertex texture, water rendering(include reflection & refrection), shadow.......^o^

  • 4/6/2007 2:51 PM In reply to

    Re: What samples would you like to see next?

    I'm going to go ahead and agree with most people saying that HLSL (specifically lighting and shadowing) examples would be nice. Something like a long hallway with some pipes and swinging lights or something just to show how the dynamic lighting and shadows work.

     And I would also love to see some more samples that show more of the features of the content pipeline and custom importers and things like that.
     

  • 4/7/2007 7:22 PM In reply to

    Re: What samples would you like to see next?

    convert the sample from directx 10 about

    soft particles you now the one with the smoke

    in the april update there is support for volume textures 3d

    so it wood be a nice sample

     

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  • 4/7/2007 7:39 PM In reply to

    Re: What samples would you like to see next?

    I'd like to see more starter kits.
  • 4/7/2007 8:56 PM In reply to

    Re: What samples would you like to see next?

    2 things:

     - Model <-> Model collision (not bounding)

     - Full explained Tutorial to custom content processors, e.g. how to create a basic .obj (wavefront) model, write the content processor and load it.

  • 4/8/2007 11:31 PM In reply to

    Re: What samples would you like to see next?

    Per pixel collision
  • 4/9/2007 3:07 PM In reply to

    Re: What samples would you like to see next?

    I think a lot of new coders are doing 2D games (myself included), so i would like to put in a vote for effective AND efficient collision detection for 2D games as well. Just about any game is going to need some form of collision detection, and I don't think there are any great examples out there yet for this in XNA. Sure, we can all probably figure out how to create a bounding box and see if it intersects with all of the other bounding boxes we may have created, but I think most would agree that this isn't very efficient and will quickly bog down a game. So, I'd love to see an example of doing this that is a real world example/implementation.
    Eric "TehOne" Lebetsamer
    http://tehone.com
  • 4/9/2007 3:16 PM In reply to

    Re: What samples would you like to see next?

    Simple 2d collision is pretty easy, but bounding boxes aren't the best way to do it.

    How I've done it in the past is bounding spheres (radii) around the objects - when two bounding spheres intersect, then you go to the more detailed collision.. I used a convex poly that I drew around each sprite - that way you'd get "pixel perfect" collision detection.. Not really, but close enough.

    I'm not working on 2d with XNA, so I don't have a C# sample I can show anyone, but if you're interested let me know and I'll dig up the code (C++).
     

  • 4/10/2007 2:34 AM In reply to

    Re: What samples would you like to see next?

    I have created one (extended from the one in ziggyware), but it only supports scaling and with source rectangle.
    The algorithm cannot work when one texture is inside another one, or it runs too slow when the size of the image is keeped changing because it always update some values when scaling and rotating. For example, fps drops significantly when I want a sprite to scale from 1.0f to 3.0f in 3 seconds

     

    I'm interested in convex poly way. But I don't know how to create the lines by a texture. Would you mind if you upload the code and give me a chance to learn? Also would you mind if you teach me how to handle:

    1. when one sprite moves in very fast speed, passing through another sprite

    2. concave poly

    3. 1 sprite  inside another sprite

     

    Thank you very much 

  • 4/11/2007 12:52 AM In reply to

    Re: What samples would you like to see next?

    I'll dig up the code tomorrow and post it on my site (and put a link here)..

     

    The one tool you'll need that I had to write (and am not sure I have any more) is a tool to draw the poly around the sprite frames. It's pretty easy, but you need to have some chops with writing tools.

    The thing about scaling - that shouldn't be a problem. The points that you are making (and loading) around the sprite are in the range of 0.0f -1.0f and just multiplied by the pixel width of the sprite, so there's no real calculations needed for scaling.

  • 4/13/2007 1:42 AM In reply to

    Re: What samples would you like to see next?

    I'm a pretty experienced developer and have a good idea of how I will architect my game and perform all the mathematics.   However, HLSL is by far what I would need the most help with.  I feel that mastering shaders is the key to turn projects from plastic-looking toys that scream "amateur" to professional ones that will be taken seriously, especially outside the XNA community. 

     I've read a few books on HLSL, played with RenderMonkey and FX Composer, and created a few shaders.  When I integrate them into my XNA app, however, everything falls apart!  One line being off makes the difference between a soup of pixels and a perfect render.  The lack of debugging tools (oh how I wish I could just put a breakpoint in my shader code and just watch what those matrixes are doing) make HLSL integration incredibly difficult.

     
    A few simple examples that show one object and one shader effect such as glow, blur, distortions, or particles would make a world of difference and make it that much easier to use all the existing advanced samples found with RenderMonkey and FX Composer.  I don't know about others, but I prefer samples that are straight and to the point.  If they're packed with too much in the same project, readability and ease of understanding drop off substantially. 
     

  • 4/14/2007 4:51 PM In reply to

    Re: What samples would you like to see next?

    Yeah my vote is for how to use custom effects.

    Im trying to use spacewar as a base with a rewritten model render routine and im not quite clear on

    how to use the ship.fx.

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