Difference between revisions of "Game Programming Class14"

esse quam videri
Jump to: navigation, search
(Animation Tutorial: fix links)
 
(6 intermediate revisions by 2 users not shown)
Line 1: Line 1:
==Manifest==
+
Cocos2D XNA http://www.cocos2dxna.com/
New deadline must be installed by Monday the 11th.  
 
  
The games for XNA Arcade need to be in the folder by Weds the 13th.
+
Originally written in python
  
Please take some time in class and make your sign and save it here
+
Other Versions
  
\\siam2\ClassFolders\XNAProgramming\Manifest
+
*http://cocos2d.org/ python
 +
*http://www.cocos2d-iphone.org/ objective-c
 +
*http://www.cocos2d-x.org/ c++
  
PLace your projects @
+
Angry Ninjas
  
\\siam2\ClassFolders\XNAProgramming\Manifest\ForXbox
+
https://github.com/Xamarin/AngryNinjas
 
 
\\siam2\ClassFolders\XNAProgramming\Manifest\ForXNAArcade
 
 
 
==Animation Tutorial==
 
 
 
*http://www.stromcode.com/2008/03/10/modelling-for-xna-with-blender-part-i/
 
*http://www.stromcode.com/2008/03/11/modelling-for-xna-with-blender-part-ii/
 
*http://www.stromcode.com/2008/03/13/modeling-for-xna-with-blender-iii/
 
*http://www.stromcode.com/2008/03/16/modeling-for-xna-with-blender-part-iv/
 
 
 
==Mixing 2D and 3D==
 
 
 
I forgot to show you last week that the spritebatch draw code need to be modified slightly in order top mix 2D and 3D
 
You need to use SaveStateMode.SaveSate is you don't explicitly order everything in you DrawCode. Saving states can be SLOOWWWWW and significantly reduce your performance  http://blogs.msdn.com/shawnhar/archive/2006/11/13/spritebatch-and-renderstates.aspx.
 
       
 
<pre>spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.SaveState);
 
</pre>
 
 
 
==Lighting==
 
 
 
The xna basic effect is a simple implementation of a [http://msdn.microsoft.com/en-us/library/bb509561%28VS.85%29.aspx HLSL] effect.
 
   
 
HLSL is Microsoft's High level implementation of FFE Fixed Function Pipeline implemented in video hardware.</p>
 
GPU Hardware does two things The vertexr shader runs first and is rasterized to 2D then the pixel shaders run.
 
 
 
*Vertex Shader
 
*Pixel Shader
 
 
 
Lighting Demo with Basic Effect IntroMeshLights.zip
 
 
 
=HLSL=
 
HLSL Demo
 
 
 
http://code.msdn.microsoft.com/HLSL
 
 
 
[http://creators.xna.com/en-US/sample/nonrealisticrendering Creators Club Non Realistic Render]
 
 
[http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/Lighting_basics.php Lighting_basics]
 
 
 
[http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Per-pixel_lighting.php/ Per-pixel_lighting]
 
 
 
==SkyBox==
 
 
[http://www.ziggyware.com/readarticle.php?article_id=71 Ziggyware]
 
 
 
IntroMeshLightsSkyBox.zip
 
 
 
Sybox generator
 
 
 
http://www.planetside.co.uk/terragen/
 
 
 
http://www.stromcode.com/2008/03/30/building-an-xna-skybox-with-blender/
 

Latest revision as of 03:57, 4 December 2013

Cocos2D XNA http://www.cocos2dxna.com/

Originally written in python

Other Versions

Angry Ninjas

https://github.com/Xamarin/AngryNinjas