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  • Re: Submitting a game... in South America!

    Hey man, dont think that microsoft or world is all against you, only because you are colombian or South American... I'm Portuguese, my country is a part of European Union, my country is supported by Xbox Live, but I can't publish a game in Indie games too... So, what I did? I make some spanish friends and they will publish my game for ...
    Posted to General (Forum) by aLk on 10/2/2009
  • Re: blend two animations smoothly

    I've already blended animations, with a simple linear interpolation . But a simple look to some samples in creators club, like Avatar Animation Blending and other will show some techniques to do blending. Google can help you too.
    Posted to Direct3D (Forum) by aLk on 9/9/2009
  • Re: Shadow mapping question

    Sometimes i experienced the same problem that you in first two photos. Try to render a view from shadow caster view, probably it will help you to see if it is some problem with projection. A fast look to Render Targets in PIX may can help you too.
    Posted to Game Algorithms (Forum) by aLk on 8/28/2009
  • Re: Shadow mapping question

    In my implementaion I've based on implementation of deferred shadows, that use an ortho camera. I don't know the really math behind this, but for reference you can take a look at a sample i've made, check it on my signature link. The sample technique, is the most simplest way I've found, I've made some improvements to final ...
    Posted to Game Algorithms (Forum) by aLk on 8/27/2009
  • Re: XNA 3.1: Avatar

    @UberGeekGames I'm trying to import some animations from maya to Collada and use it in your wrapper, but I'm getting always IndexOutOfRange in this line: q = Quaternion.Slerp(bones[i].rotation[begin_frame], bones[i].rotation[next_frame], delta);       I'm a newbie in Maya, but i use an IK Handle to make a ...
    Posted to XNA Framework (Forum) by aLk on 7/31/2009
  • Re: shadow mapping sample

    This means that you can't use transparent objects with deferred shading, but like you can see in my video you can draw transparent objects after deferred draw. As you can see too, i'm using particles and billboards for particles:p In resume, you can do everything, because if it isn't compatible with deferred shading, you can do one ...
    Posted to Samples, Starter Kits, Tutorials (Forum) by aLk on 7/8/2009
  • Re: shadow mapping sample

    Sorry, I pasted twice the same link, but here you have another tutorial without deferred shading: http://www.ziggyware.com/readarticle.php?article_id=161 If you are interested in deferred shading + shadow maps, you can look for sample that I did from two ziggy tutorials, check it on blog in my signature. But one advice, you ...
    Posted to Samples, Starter Kits, Tutorials (Forum) by aLk on 7/7/2009
  • Re: shadow mapping sample

    Hi, If you are newer to shadow maps, the sample of creators club maybe is too much simpler for you, because it dont solve the most common problems in shadow maps, maybe you want to look for samples with most of problems solved, like this ...
    Posted to Samples, Starter Kits, Tutorials (Forum) by aLk on 7/6/2009
  • Re: How to plan a path for aircraft in 3D game

    You can smooth your path using curve class, as I used in the sample. Create a curve based on waypoints and you will get a smooth curve, now all that you need is curve.evaluate(x). thanks, the mice and thank are from CC samples=D
    Posted to General (Forum) by aLk on 6/14/2009
  • Re: How to plan a path for aircraft in 3D game

    You can do something with path and add some priority code to evade from dynamic obstacles. I made some tests for my game, mixing paths and dynamic happenings you can check sample here Otherwise, maybe you want to create path and path-finding to avoid obstacles. Try search for A* algorithms in codeplex. You have multiple choices, make some ...
    Posted to General (Forum) by aLk on 6/14/2009
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