XNA Creators Club Online
foros de la comunidad

Search Forums

Page 1 of 10 (96 items) 1 2 3 4 5 Next > ... Last »
  • Re: Convert 3d coordinates to 2d coordinates

    Using the above mentioned built in mechanisms to convert 3D co-ordinate to 2D is correct and I use the "Project" mechanism a lot in my game matrices. It has not been mentioned, but if you want to convert a 3D co-ordinate to 2D (and you are not worried about cameras/matricies etc. I.e. Z straight through the screen), the math is ...
    Posted to Game Algorithms (Forum) by Duckocide on 27/09/2009
  • Re: Helmet gleam / shine

    [quote user="Byron Nelson"]... 'cept you might draw your scene with a wide FOV (e.g., 95 degrees or better) [/quote] I agree with that. Geometry will go fishbowl effect if you change to Field of View (FOV) amount (It's a feature in my latest game - Rail Gun Charlie - to provide a wider players view. Can be changed in ...
    Posted to Artist's Corner (Forum) by Duckocide on 24/09/2009
  • Re: free background images

    These images are possibly based on sine / cosine interference formulas. Have you considered render such backgrounds in your game (see create render target examples). What I mean is, smear some colour gradiate sprites around the screen based on some sine wave formulas being applied to X & Y. Once rendered, blur the image (post process). You ...
    Posted to Artist's Corner (Forum) by Duckocide on 24/09/2009
  • Re: Helmet gleam / shine

    I would try this. Make up a semi transparent texture that would be drawn over the entire frame that would represent the glass. Dirty scratches etc. You'd need to draw it on (sprite draw) after all other gameplay items are drawn. Then draw some light sourced highlights (lens flare example will give you pointers). Then use a post processing ...
    Posted to Artist's Corner (Forum) by Duckocide on 24/09/2009
  • Re: Your Business Limits

    [quote user="The ZMan"]Personally i would love to see some 'demo scene' stuff on the 360. I'm sure some people would pay $1 for that especially if there is some interaction. It requires skill and effort just like writing a quality game. [/quote] Me too. The more I think about it, the more I'd love to see something ...
    Posted to General (Forum) by Duckocide on 14/09/2009
  • Re: Your Business Limits

    [quote user="Jim Perry"][quote user="Nick Gravelyn"][quote user="Duckocide"]Actually, screen saver capability for your 360 could be useful from an XNA point of view[/quote]Not really. Screen savers aren't really even useful for PCs that use LCDs not to mention the extremely large power draw to run the 360 and the ...
    Posted to General (Forum) by Duckocide on 14/09/2009
  • Re: Your Business Limits

    [quote user="Pheel"] Quantity without quality is not a business strategy. I'm not aware of any accounts that are currently at the 8 project limit. XBLIG is not a managed portfolio and some folks out there happen to like screen savers...[/quote] It is a strategy, but I guess not the one at play in creators.xna ...
    Posted to General (Forum) by Duckocide on 13/09/2009
  • Re: Play Testing

    Think DBP put paid to a degree of play testing. I know I was buried in trying to get my game finished any time I had. That said, I've personally been dissappointed with play test responses. I think that aside from a forum post, there is no tangible benefit to play testing. If you like finding holes in other peoples software ... great! ...
    Posted to General (Forum) by Duckocide on 13/09/2009
  • Re: Your Business Limits

    Sound reasoning and I concur with much of what you say. I have to say as well, I'm in it for the hobby kudos and like many will probably never hit the 8 game limit. I just wonder at the business strategy behind the service (when I see such limits, I like to think some switched on business person has thought through the reasoning - ...
    Posted to General (Forum) by Duckocide on 13/09/2009
  • Re: Alpha Blending within a mesh

    I have seen this. It's all to do with the order of the meshes in the modelpart collection. You will need two passes through the meshes in the model. The first pass through, render the solid meshes (i.e. bits of the model). Then go through the meshes again and render the alpha meshes. If there is only one mesh in the model and you can't ...
    Posted to General (Forum) by Duckocide on 13/09/2009
Page 1 of 10 (96 items) 1 2 3 4 5 Next > ... Last »