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  • Re: New XNA physics engine

    The license is ZLIB, which is about as unrestrictive as licenses come. I forgot to mention a lot of stuff in that post :/ Anyway, I've added a lot of features and made some improvements, so a beta release should be coming fairly soon.
    Posted to Game Publishing/Business (Forum) by toody on 5/16/2008
  • Re: Some questions about shadows

    If your models are closed, and not too high-poly, you could try shadow volumes. Shadow volumes dont suffer from aliasing but they are relatively expensive in CPU time. Soft shadows can be done with shadow volumes, but AFAIK the only way involves having two shadow volumes for each shadowing object, which is pretty hard on ...
    Posted to General (Forum) by toody on 5/12/2008
  • Re: New XNA physics engine

    Thanks! I dont really have a target feature list per se, but I'd obviously like to add broadphase (O(n^2) at the moment), compund bodies, more joints, ragdolls and the usual stuff, maybe convex objects, and then maybe try soft body integration. I was thinking of trying to implement FastLSM, but its patented, so I'll have to try get permission ...
    Posted to Game Publishing/Business (Forum) by toody on 5/5/2008
  • New XNA physics engine

    Hi, I wasn't sure where to post this, maybe someone could move it if its in the wrond place? Anyway, I have just released an alpha of my XNA physics engine, you can grab it here: http://www.ralphmorton.net/projects/Icarus/dl.php So far its pretty basic. It supports only convex shapes, and I havent added composite shape support yet. It uses MPR ...
    Posted to Game Publishing/Business (Forum) by toody on 5/5/2008
  • Re: Gears of War in XNA

    It looks to me like the FBX exporter used was not using shared vertices for normal generation. Thus, you end up with something like this: |_|_|_/ instead of |_|_|_| (Excuse the bad line art, I dont have photoshop on the machine I'm currently on.) Check your FBX exporter for a 'Share vertices' option, and try that.
    Posted to Samples, Starter Kits, Tutorials (Forum) by toody on 3/10/2008
  • Re: Motion Capture to a Rig...

    Hey I just noticed this post while looking for info on bounding volume hierarchies. I have *fairly* recently written some BVH animation stuff, and an animazoo mocap animation system - dont know what suit you have so I dont know if thats useful for you. Anyway, heres a link to the BVH animation stuff. Excuse the bad coding, I was in a hurry. ...
    Posted to Artist's Corner (Forum) by toody on 3/9/2008
  • Re: Effect.Begin(...) explanation

    Thanks for the info Shawn
    Posted to XNA Framework (Forum) by toody on 2/27/2008
  • Re: Effect.Begin(...) explanation

    Does it not make more sense performance-wise to draw as much as possible inside a single begin-end loop? For example, if I have a bunch of models that use the same mesh, and the same effect, but have different textures/specular maps/normal maps etc etc, is it not faster to do this: effect.Begin();  for (int i = 0; i < numPasses; ...
    Posted to XNA Framework (Forum) by toody on 2/26/2008
  • Re: Rotating a vector

    Something along the lines of: v = Vector3.Transform(original, Matrix.CreateRotationZ(MathHelper.Pi / 2.0f));
    Posted to Game Algorithms (Forum) by toody on 1/31/2008
  • Re: Question regarding use of Delegates and Events

    Excuse me if I'm getting you wrong (maths has been messing with my head today, so a little fuzzy). You want to put in a mouse click event / button press event that all clickable UI elements subscribe to? In a simple GUI I could see that working fine, but you might consider having some kind of intermediary class (UI Manager or something like that) ...
    Posted to Game Design (Forum) by toody on 1/31/2008
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