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technically, you can do this. Burn the ccgame to a disc of your choice and preserve it. You can label it and everything.
However, you won't be able to drop it in and play it.... for that you'll have to deploy it like normal.
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I suppose you could use this technique to implement stencil volume shadows as well, that would give self shadowing. I wonder if the hard edges of the shadows though would make it more obvious that the shadow caster is a stand-in. I don't suppose there is a way to get access to the geometry of the avatar for creating the shadow volumes eh?
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Here is a link to a flash tutorial on how to make a 2d racing game. Its easy to understand and the algorithm should be easy to put into c#.
http://www.emanueleferonato.com/2007/05/15/create-a-flash-racing-game-tutorial/
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So I experimented with the stencil buffer last night and ended up with disastrous results. I'm sure its mismatched render states and my incomplete understanding of how I'm using it. However, something else occured to me that is bugging me a lot...
I want this to ultimately be an xbox game, so constant mid-frame rendertarget switching ...
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[quote user="jwatte"][quote]They then used our art with small changes, and ALL of my alogirthms, and ported it onto the IPhone.[/quote]
You can't protect yourself against idiots. Someone might smash your car window, too. Or drive drunk when you're trying to cross the street. The questions are the same as the questions ...
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Hello, this is going to be a post that I hope drums up a discussion on the various algorithms( and their merits ) for 2d dynamic shadows.
As a preface, I have implemented and expanded on Catalin's sample for 2D Dynamic Shadows which is itself an implementation of this article on GameDev.net.
The reason I am wanting to have this ...
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I know I'm late to the discussion but I'd like to throw in a quick word on the side of obfuscation.
First, for legal reasons I'm not allowed to talk in detail about what happened so if it sounds vague... its supposed to.
Ok, a flash project that I was working on created a game and put it up on a couple of major portals. This ...
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[quote user="gooo"]oh ... because of the number of objects that need to be managed my biggest issue is not coding style or using fancy pattern... I need performance ;)[/quote]
There's your problem. You are looking for an OOP solution to a problem that you have just said is not OOP in nature. If you aren't looking for a ...
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I do have a gold account, however it was my wife using it and she has silver so that could really be it.
Oh, its not a trial. As soon as I saw my wife playing with it, I bought it.
[Edit: I changed the topic to reflect that this is solved and was a misunderstanding-VengantMjolnir]
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[quote user="Nick Gravelyn"][quote user="VengantMjolnir"]First, it is over 150 megs in size. If I recall, its actually 166.[/quote]The 150MB limit is on the submitted ccgame which is compressed and therefore the download size on Xbox is almost always larger than the ccgame submission. [/quote]
Ok, my mistake. That is quite ...