Difference between revisions of "Game Programming Class11"
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+ | ==MonoGame sample== | ||
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+ | https://github.com/CartBlanche/MonoGame-Samples | ||
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==Particles== | ==Particles== | ||
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* Vertex Buffer :Vertex buffer is a list of vertices that are used to make one of the XNA privative shapes. | * Vertex Buffer :Vertex buffer is a list of vertices that are used to make one of the XNA privative shapes. | ||
*VertexDeclaration | *VertexDeclaration | ||
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+ | ==Mono Game Shaders== | ||
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+ | https://github.com/mono/MonoGame/wiki/Effects-And-Shaders | ||
==Matrix Translations== | ==Matrix Translations== |
Latest revision as of 03:24, 4 September 2013
Contents
MonoGame sample
https://github.com/CartBlanche/MonoGame-Samples
Particles
Lignting is fun http://gamedev.tutsplus.com/tutorials/implementation/how-to-generate-shockingly-good-2d-lightning-effects/
Particle's in IntoLibrary
- easy to add and define
- profile until your game runs slow
Ship to XBox
In class demo
- Creators Club
- Deploy to XBox360 with visual studio
- Package for deployment
Intro To 3D
XNA 4 is very different than XNA 3.1 http://www.nelxon.com/blog/xna-3-1-to-xna-4-0-cheatsheet/
http://msdn.microsoft.com/en-us/library/bb203926.aspx
Vectors : Vector3 x , y , z
Right handed vs Left Handed Coordinate Systems RHCS and LHSC
Matrices: A matrix is a class that is used to transform vectors.
High Level Shader Language
HLSL pathway to Hardware.
World: Matrix that holds all Vertices send to video card
View: frustum of the camera view; near and far clipping plane
Projection: Flat 2D plane that is interpolated from the 3D View
The video card is handed a list of vertices. The vertices are then places in the world. The View is used to see the world and the projection is the actual view surface.
- Vertex Buffer :Vertex buffer is a list of vertices that are used to make one of the XNA privative shapes.
- VertexDeclaration
Mono Game Shaders
https://github.com/mono/MonoGame/wiki/Effects-And-Shaders
Matrix Translations
Simple Translation
How To: Draw Points, Lines, and Other 3D Primitives
Modified How To: Draw Points, Lines, and Other 3D Primitives - source
Matrices can be multiplied together to combine the effects to their translation. The order in which you combine them does matter.
- I Identity
- S Scale
- R Rotate
- T Translate
- O Orbit
http://msdn.microsoft.com/en-us/library/ms533864(VS.85).aspx
Intro3DVert1.zip - source
3D Primitives
- LineList
- LineStrip
- TriangleList
- TriangleStrip
DrawUserPrimitives Project
Homework
Create a simple 3D Vertex buffer that draws some kind of simple object. You can use points, Triangles, or lines, but no meshes.