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  • Re: QuadTerrain LOD: Finished

    TnTGaming: Sorry man, I don't own a 360, so I can't really help. To tell you the truth, I'm astonished that the demo even works on it. If I ever get a 360, I'll look into it, but I don't think that'll happen any time soon. I simply don't have the money to spend.
    Posted to Game Algorithms (Forum) by Qu on 10/13/2009
  • Re: Facial Animation and Morph Targets

    Charles: That sounds like a smart way of doing things, particulary exporting the animations as XAF files. My system is a little different (okay, heck, it's a lot different) in that the morph meshes aren't actually recognisable meshes, they're a series of delta-positions (positions representing the distance each vertex moves when ...
    Posted to Game Algorithms (Forum) by Qu on 9/21/2009
  • Re: (Newbie.. But very ambitious one :D ) Universe? Creating enviroment with stars, nebulas a.s.o.

    [quote user="PhenotypeGameStudios"]Nebulae can be modelled the same as clouds. Keep in mind the scale of things in space though. Nebulae can be solar system size or larger.[/quote] Depends on how realistic you're feeling. A 'true' nebula is huge and fairly boring: the cloud is several hundred times less dense than the ...
    Posted to Game Algorithms (Forum) by Qu on 9/10/2009
  • Re: Facial Animation and Morph Targets

    Hey Charles. I haven't made any further progress on this, mostly because the system isn't vital until my artist actually comes up with some morphed models. Your system sounds very impressive. I do the animation in the shader, and the limit is still a back-of-mind worry, but I haven't pressed any further with it so I figure ...
    Posted to Game Algorithms (Forum) by Qu on 9/9/2009
  • Re: Animation in 3D

    Hey tdogger. Yeah, I made a little stick-dude out of cylinders and capsules, and if he's all one colour you can get away with all the clipping and sliding that makes this an awful animation technique in most cases. Like I said, though, you run into the problem of there being no rigid body animation sample for XNA (any wonderful XNA ...
    Posted to Game Design (Forum) by Qu on 9/9/2009
  • Re: QuadTerrain LOD: Finished

    Hey guys. First: sorry for vanishing. Again. :rolls eyes: What with other stuff going on I completely forgot to visit the XNA forums for a few days, which somehow became a few months. You may commence kicking me whenever you feel like it. Soo.... Duallity: n^2+1 was a result of necessity. You see, in order to build a quad tree the ...
    Posted to Game Algorithms (Forum) by Qu on 9/9/2009
  • Re: Sun light shadowing

    A directional light, like the sun, should use an Orthogonal Pojection Matrix. Unlike a perspective matrix, an orthogonal one doesn't take into account distance from camera.  To it, something 5 metres away looks the same size as something 1 metre away. Orthogonal - - - - - - - - - Perspective If you're using shadow mapping, you ...
    Posted to General (Forum) by Qu on 7/10/2009
  • Re: 3d world creation question..

    Hi. I'd started typing up a post about LOD and large maps, and then realised I'd covered most of it already in my QuadTerrain thread! See my signature for the link. LOD is vital in a large-scale map: a game like KOTOR, with small 'zones,' can get away with the brute force 'render-everything' approach, but the ...
    Posted to Game Design (Forum) by Qu on 7/7/2009
  • Re: Fps Controls help plz

    [quote user="Dajack05"]do you mean thru JibLibX? or using bounding boxes/spheres? [/quote] App was talking about simple collision response: bounding boxes and the like. My recommendation, if you're using JiglibX: 1) Read the JiglibX QuickStart 2) Do the JigLibX BasicWorld Tutorial 3) Modify the JigLibX BasicWorld ...
    Posted to Game Algorithms (Forum) by Qu on 7/7/2009
  • Re: Facial Animation and Morph Targets

    Okay, I've been working on upgrading both the extractor and importer for the raw animation data. This turned out to be a whole heap more trouble than I expected: the FBX format isn't all that logical when it comes to storing keyframes... It stores it in a solid block of comma delimeted values, with no marker between the end of an old ...
    Posted to Game Algorithms (Forum) by Qu on 6/26/2009
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