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<?xml-stylesheet type="text/xsl" href="http://forums.xna.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Samples, Starter Kits, Tutorials</title><link>http://forums.xna.com/forums/59.aspx</link><description /><dc:language>en</dc:language><generator>CommunityServer 2007.1 (Build: 0.0)</generator><item><title>Re: New Content Available: AI Flocking, Shadow Mapping, and Multipass Lighting Shaders!</title><link>http://forums.xna.com/forums/thread/89518.aspx</link><pubDate>Fri, 12 Sep 2008 21:26:58 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:89518</guid><dc:creator>DvD4</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/89518.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=89518</wfw:commentRss><description>In the shadow sample why is &amp;quot;lightingPosition&amp;quot; calculated in the pixel shader rather than the vertex shader?</description></item><item><title>Re: New Content Available: AI Flocking, Shadow Mapping, and Multipass Lighting Shaders!</title><link>http://forums.xna.com/forums/thread/87673.aspx</link><pubDate>Fri, 05 Sep 2008 03:01:04 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:87673</guid><dc:creator>Sorcerer</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/87673.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=87673</wfw:commentRss><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;Charles Cox:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;
&lt;p&gt;Creators:&amp;nbsp;Is there anything in particular you&amp;#39;d like us to tackle with the shadow series? Let us know right here.&lt;/p&gt;
&lt;p&gt;&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Could you also release a version of the shadow sample that doesn&amp;#39;t use the Content Pipeline part? &lt;/p&gt;
&lt;p&gt;Thanks&lt;/p&gt;</description></item><item><title>Re: New Content Available: AI Flocking, Shadow Mapping, and Multipass Lighting Shaders!</title><link>http://forums.xna.com/forums/thread/87283.aspx</link><pubDate>Wed, 03 Sep 2008 14:44:08 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:87283</guid><dc:creator>Sorcerer</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/87283.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=87283</wfw:commentRss><description>&lt;p&gt;&lt;strike&gt;&lt;span style="TEXT-DECORATION:underline;"&gt;Is there any other shadow technique that doesn&amp;#39;t eat as much fps as the shadow mapping does? Even if it doesn&amp;#39;t give a AAA shadow look. I would like to still offer&amp;nbsp; some shadow for a not so much power computers.&lt;/span&gt;&lt;/strike&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="TEXT-DECORATION:underline;"&gt;&lt;strike&gt;Thanks&lt;/strike&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="TEXT-DECORATION:underline;"&gt;&lt;strike&gt;&lt;/strike&gt;&lt;/span&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;EDITED: Never mind what I said. Because after studing the shadowmapping sample code, I just found out that if I reduce the size of the &amp;quot;shadowMapWidthHeight&amp;quot; const, the fps will increase all the fps that I was loosing. Now I can create a slider to allow the user to change this value to give more details or to remove the details increasing the fps. ;)&lt;/p&gt;
&lt;p&gt;Thanks.&lt;font size="2"&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;/font&gt;</description></item><item><title>Re: New Content Available: AI Flocking, Shadow Mapping, and Multipass Lighting Shaders!</title><link>http://forums.xna.com/forums/thread/87201.aspx</link><pubDate>Wed, 03 Sep 2008 00:16:31 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:87201</guid><dc:creator>nca2003</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/87201.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=87201</wfw:commentRss><description>What I would most like to see are&amp;nbsp;improvements to the basic shadow mapping technique that would improve the aliasing seen in this sample.&amp;nbsp; From what I&amp;#39;ve seen, the Variance Shadow Mapping technique seems to address this.&amp;nbsp; On the&amp;nbsp;high end, the Percentage Closer Soft Shadows technique is an extension of shadow mapping that looks very&amp;nbsp;cool, but I think that it&amp;nbsp;only performs well on high-end hardware.&amp;nbsp; I think that extending the shadow mapping technique throughout the series is a good idea, rather than say switching to an entirely new idea like shadow volumes.</description></item><item><title>Re: New Content Available: AI Flocking, Shadow Mapping, and Multipass Lighting Shaders!</title><link>http://forums.xna.com/forums/thread/86991.aspx</link><pubDate>Tue, 02 Sep 2008 12:56:56 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:86991</guid><dc:creator>Sorcerer</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/86991.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=86991</wfw:commentRss><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;Charles Cox:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;
&lt;p&gt;Creators:&amp;nbsp;Is there anything in particular you&amp;#39;d like us to tackle with the shadow series? Let us know right here.&lt;/p&gt;
&lt;p&gt;&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Well, the most recently techniques for shadows that provides the best results would be nice. ;) &lt;strong&gt;Variance Shadow Mapping&lt;/strong&gt; , &lt;span style="FONT-WEIGHT:700;"&gt;Parallel-Split Shadow Maps or Forward Shadow Mapping&amp;nbsp;&lt;/span&gt;would be very vey&amp;nbsp;nice.&lt;/p&gt;
&lt;p&gt;Good results for example,&amp;nbsp;not with this&amp;nbsp;sample, because it&amp;nbsp;reduces my fps from 180 to 55. Don&amp;#39;t get me wrong. 55 fps is still a good place to be, but the amount of lost fps with this sample, is not&amp;nbsp;a good result.&lt;/p&gt;
&lt;p&gt;Perhaps if you show us a few ways to create shadow, we would be able to choose the best one for our projects.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Thanks&lt;/p&gt;</description></item><item><title>Re: New Content Available: AI Flocking, Shadow Mapping, and Multipass Lighting Shaders!</title><link>http://forums.xna.com/forums/thread/86989.aspx</link><pubDate>Tue, 02 Sep 2008 12:55:40 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:86989</guid><dc:creator>Hawkeye</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/86989.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=86989</wfw:commentRss><description>Soft shadow implentation would be a great addition to the current example.</description></item><item><title>Re: New Content Available: AI Flocking, Shadow Mapping, and Multipass Lighting Shaders!</title><link>http://forums.xna.com/forums/thread/86915.aspx</link><pubDate>Tue, 02 Sep 2008 02:28:41 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:86915</guid><dc:creator>Charles Cox</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/86915.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=86915</wfw:commentRss><description>&lt;p&gt;&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forums.xna.com//Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;nca2003:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;Thank you for the new samples.&amp;nbsp; I found the shadow mapping especially interesting because I never really understood how shadowing techniques worked, but I know they are an important enhancement to gameplay (better depth perception, realism, etc).&amp;nbsp; I was wondering if anybody from the XNA team knows where the Shadow Series is going now.&amp;nbsp; Will there be examples of different techniques or improvements to this one?&amp;nbsp; How soon can we expect more samples from this series?&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;/p&gt;
&lt;p&gt;I&amp;#39;m glad you&amp;#39;re liking the shadow mapping sample. We&amp;#39;re definitely interested in continuing this as a series. There are many different angles we can take and so I think the right thing to do is get some feedback from you and other XNA creators!&lt;/p&gt;
&lt;p&gt;Creators:&amp;nbsp;Is there anything in particular you&amp;#39;d like us to tackle with the shadow series? Let us know right here.&lt;/p&gt;</description></item><item><title>Re: New Content Available: AI Flocking, Shadow Mapping, and Multipass Lighting Shaders!</title><link>http://forums.xna.com/forums/thread/86897.aspx</link><pubDate>Mon, 01 Sep 2008 23:27:46 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:86897</guid><dc:creator>nca2003</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/86897.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=86897</wfw:commentRss><description>Thank you for the new samples.&amp;nbsp; I found the shadow mapping especially interesting because I never really understood how shadowing techniques worked, but I know they are an important enhancement to gameplay (better depth perception, realism, etc).&amp;nbsp; I was wondering if anybody from the XNA team knows where the Shadow Series is going now.&amp;nbsp; Will there be examples of different techniques or improvements to this one?&amp;nbsp; How soon can we expect more samples from this series?</description></item><item><title>Re: New Content Available: AI Flocking, Shadow Mapping, and Multipass Lighting Shaders!</title><link>http://forums.xna.com/forums/thread/86887.aspx</link><pubDate>Mon, 01 Sep 2008 21:46:44 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:86887</guid><dc:creator>FuriousDave</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/86887.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=86887</wfw:commentRss><description>For those of you who are interested in the flocking algorithm implemented in the artificial intelligence code project, it&amp;#39;s based on behaviours originally proposed by Craig Reynolds way back in the mists of time (around 1986). His page is here:&lt;blockquote&gt;
&lt;p&gt;http://www.red3d.com/cwr/boids/index.html&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;His &amp;#39;boids&amp;#39; are the forerunners of the Bird AnimalType represented in the XNA code. There are lots of references at the bottom of Craig&amp;#39;s page, but some of them appear to be out of date now (try the WayBack Machine at http://archive.org if you get 404s).&lt;/p&gt;
&lt;p&gt;I think the code itself is well structured, but it&amp;#39;s a shame that there are many spelling mistakes and poor commenting (for instance, the Animal type&amp;#39;s ReactionDistance property has a comment of &amp;#39;Reaction distance&amp;#39; which isn&amp;#39;t much help!).&lt;/p&gt;
&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;/p&gt;</description></item><item><title>Re: New Content Available: AI Flocking, Shadow Mapping, and Multipass Lighting Shaders!</title><link>http://forums.xna.com/forums/thread/86530.aspx</link><pubDate>Sat, 30 Aug 2008 21:33:12 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:86530</guid><dc:creator>Sorcerer</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/86530.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=86530</wfw:commentRss><description>&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Thanks. I will be waiting for this shadow series also.&lt;/p&gt;</description></item><item><title>Re: New Content Available: AI Flocking, Shadow Mapping, and Multipass Lighting Shaders!</title><link>http://forums.xna.com/forums/thread/86410.aspx</link><pubDate>Sat, 30 Aug 2008 04:07:33 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:86410</guid><dc:creator>Joel Martinez</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/86410.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=86410</wfw:commentRss><description>Many Kudos for this set of content ... glad to see a really good implementation of the flocking algorithm :-)&lt;br /&gt;</description></item><item><title>Re: New Content Available: AI Flocking, Shadow Mapping, and Multipass Lighting Shaders!</title><link>http://forums.xna.com/forums/thread/86327.aspx</link><pubDate>Fri, 29 Aug 2008 19:07:15 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:86327</guid><dc:creator>JohnK</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/86327.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=86327</wfw:commentRss><description>Wow! Looks really cool, thank you very much, guys!&lt;br /&gt;
&lt;p&gt;&amp;nbsp;Shadow Series looks cool too :) Can&amp;#39;t wait for new entries in series.&lt;/p&gt;</description></item><item><title>New Content Available: AI Flocking, Shadow Mapping, and Multipass Lighting Shaders!</title><link>http://forums.xna.com/forums/thread/86322.aspx</link><pubDate>Fri, 29 Aug 2008 18:35:45 GMT</pubDate><guid isPermaLink="false">4aa5dbf6-357b-46b2-b5b2-1b660a6dc370:86322</guid><dc:creator>Dean</dc:creator><slash:comments>0</slash:comments><comments>http://forums.xna.com/forums/thread/86322.aspx</comments><wfw:commentRss>http://forums.xna.com/forums/commentrss.aspx?SectionID=59&amp;PostID=86322</wfw:commentRss><description>&lt;p&gt;The XNA Team announces a new set of educational content for XNA Game Studio:&lt;/p&gt;
&lt;ul&gt;
    &lt;li&gt;&lt;a href="http://creators.xna.com/en-us/sample/flocking" target="_parent"&gt;Artificial Intelligence: Flocking&lt;/a&gt; - Learn how to enable complex, emergent behavior in groups by using simple logic.
    &lt;li&gt;&lt;a href="http://creators.xna.com/en-us/sample/shadowmapping1" target="_parent"&gt;Shadow Series 1: Basic Shadow Mapping&lt;/a&gt; - Learn how to cast basic shadows on a scene, with a movable camera and self-shadowing.
    &lt;li&gt;&lt;a href="http://creators.xna.com/en-us/sample/shader_series5" target="_parent"&gt;Shader Series 5: Multipass Lighting&lt;/a&gt; - Learn how to utilize multipass rendering to illuminate objects with many lights at once &lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Download this content from the &lt;a href="http://creators.xna.com/education/catalog/" target="_parent"&gt;Education Catalog&lt;/a&gt;, or discuss this content here.&lt;/p&gt;
&lt;p&gt;Got an idea for content you&amp;#39;d like to see? Email &lt;a href="mailto:creators@microsoft.com"&gt;creators@microsoft.com&lt;/a&gt;!&lt;/p&gt;</description></item></channel></rss>