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  • Re: Announcing: SharpLudus v0.2

    We cant integrate our own engine with this right ?
    Posted to Game Design (Forum) by Akai kaze on 17/03/2009
  • Re: why people don't make shooter ? fps tps

    thanks for the comment but most of you talk about innovation and the fact you can't compete with AA game. I think it's a bit off topic. even if some developers want to break into the industry doing puzzle game and such but I don't think you can survive with only concept game. Anyway I didn't consider like commercial FPS in the ...
    Posted to Game Design (Forum) by Akai kaze on 15/03/2009
  • Re: why people don't make shooter ? fps tps

    [quote user="Jim Perry"]Simple - they're very hard to make and most here probably don't have the knowledge to make them.[/quote] are you talking of programming skills ?
    Posted to Game Design (Forum) by Akai kaze on 13/03/2009
  • why people don't make shooter ? fps tps

    I was wondering why there is so many puzzle game and no shooter or adventure games? By reading some post I can tell many programmers in this forum are experienced enough to pull a small fps game. But I Don't see any of them. So it might be a reason, xbox limitations, game content or else. So I'm asking some details from people who ...
    Posted to Game Design (Forum) by Akai kaze on 13/03/2009
  • Re: What's in a good game design? Difficulty vs Skill.

    [quote user="Stainless"]The analysis ignores a single factor that actually ruins the results. Originality. For the main stream, where most games are derivatives of other games the assumptions are pretty valid, but when it comes to that rare event of a totally original game, the analysis is irrelevant as it misses the learning ...
    Posted to Game Design (Forum) by Akai kaze on 12/03/2009
  • Re: Xen 1.5 released: New GPU Particle System

    I just take a  look and try to implement your library which is fact is not really a library. Doing such a complex particles system is indeed really hard with all the optimization but it make things really hard to integrate. I don't know for othe ruser but I'm really interested in Xen but the fact it has his own way of working makes it ...
    Posted to General (Forum) by Akai kaze on 12/03/2009
  • Re: Xen 1.5 :-)

    video are really impressive. I4m going to test it right now but do you have any roadmap or plan for the future ? I don't know if I'll be able to integrated it to my engine but I was wondering if your library have any limitations of use. cheers
    Posted to General (Forum) by Akai kaze on 09/03/2009
  • Re: My Game Project: Ophidian Wars

    this a nice game with nice models. This one of the best game I've seen so far. What modeling tool did you use? I guess is sad that xna game aren't more about good models than good shaders... anyway keep going. cheers
    Posted to Game Design (Forum) by Akai kaze on 08/03/2009
  • Re: HLSL: explain it like I'm your Mom

    digital tutors xna pipeline is a good tutorial. i learn this way because I don't like book either.
    Posted to Game Algorithms (Forum) by Akai kaze on 06/03/2009
  • Re: getting uv coordinate from 3d vector

    After searching on google for a bit I found some hints. As yyou said I need a shader to add a texture decal on the pixel shader. I did understand I have to use tangent space to convert the vector3 into a uv coordinate. I've been tweaking for hour but all my calculations are wrong. I'm just making assumptions so if someone could ...
    Posted to XNA Framework (Forum) by Akai kaze on 23/01/2009
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