Difference between revisions of "Game Programming Class14"

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==Manifest==
 
Game Challenge
 
  
==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 if you don't explicitly order everything in your Draw code. Saving states can be SLOOWWWWW and significantly reduce your performance. [http://blogs.msdn.com/shawnhar/archive/2006/11/13/spritebatch-and-renderstates.aspx More info on RenderStates]
 
       
 
<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.
 
GPU Hardware does two things. The vertex 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==
 
 
IntroMeshLightsSkyBox.zip
 
 
Skybox generator
 
 
===Making Skyboxes===
 
* [http://www.planetside.co.uk/terragen/ with Terragen]
 
* [http://www.stromcode.com/2008/03/30/building-an-xna-skybox-with-blender/ with Blender]
 

Revision as of 03:03, 28 November 2011