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  • Re: tile-based rendering ?

    No no,thats not it. I know how render targets work,and split screen .  My problem is that i want to render portions of the screen. Say the video card supports rendering to 4k * 2k textures,  but I need a 8 k * 4 k screenshot , I need to render the 4 parts of the scene . Then I'll output them to file and in some program ...
    Posted to XNA Framework (Forum) by Winterhell on 09/07/2009
  • tile-based rendering ?

      Hi,my game is in 3D and i'm running in some memory shortages due to my render targets, and i'd like to render in several passes different parts of the screen (similar to split-screen ).     The problem is i'm not very experienced with  viewports and projection matrices,and I need tips how to modify them. ...
    Posted to XNA Framework (Forum) by Winterhell on 09/07/2009
  • Re: Normal Maping and Bumb maping

    Another solution is to generate the normalmap yourself .In my project I'm generating the heightmap on the fly with noise ,so here's my approach. Note that it has unnecessary  code and probably can be sped up 2-3 times, well i'm using it for other purposes also so i'm posting it as is. Hope that helps. ...
    Posted to General (Forum) by Winterhell on 07/07/2009
  • Re: Normal Maping and Bumb maping

    Nowadays they are being referred to the same technique.   You make a height map for the model that describes little relief changes, from that height map you generate normal map . Also generate for every triangle the local tangent space and transform normals using the normal map.   Well,there are other versions where you cant reuse ...
    Posted to General (Forum) by Winterhell on 05/07/2009
  • Re: Are Dream-Build-Play entries required to have a widescreen version?

        It is recommended to have a native widescreen version because most judges (if not all) are on HDTV ,but I dont think its a requirement. If it'll be a big problem to convert to 16:9 then just check resolutions and add borders or stretch backbuffer when necessary.    Anyway the game should *work* at least on ...
    Posted to Dream-Build-Play (Forum) by Winterhell on 27/06/2009
  • Re: dbp winners

    I know its not the place to ask,but What about Bulgaria? Here isn't even an Xbox Live coverage. Am I going to have any options to submit my game before ,say,DBP 2009 ?
    Posted to Dream-Build-Play (Forum) by Winterhell on 31/10/2008
  • Re: Graphics card suggestion close enough to 360?

    I have a 9600GT and it seems it is up to 200% more powerfull than the 360's .But that is very relative ,considering architecture differences ,etc.   I had before 6600GT and indeed it was slow(er) in shader processing. Maybe something like 7900 GT or 8600 GT will get you where you want to be. Edit: my game too is using deferred ...
    Posted to General (Forum) by Winterhell on 25/10/2008
  • Re: 150 MB packed or unpacked?

    Related question: I guess you are counting that the .xnb files are being compressed so the difference of the size of the deployed and .ccgame wont be that big. But I'm deploying files that are not .xnb , and though in .ccgame may be less than 150MB but say deployed are 500 MB or more.What happens then? a) leave it like this b)  ...
    Posted to General (Forum) by Winterhell on 24/10/2008
  • Re: DX11 support - Should I worry about it?

    XNA is not exactly the DirectX API (the semantics,namespaces,etc.) so in order to make "real" dx project you'll need the DX SDK and port your code over.  If in future(2012? ) they add support for shader model 4/5/6 whatever that'll be the alternative to DX 10/11/12 and that is likely to be closer to third ...
    Posted to General (Forum) by Winterhell on 20/10/2008
  • Re: Yo-Ho Kablammo DBP 2007 - Status Update

    Looks fun. Looking forward to play :)
    Posted to Dream-Build-Play (Forum) by Winterhell on 19/10/2008
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