Difference between revisions of "Game Programming Class14"
(→Animation Tutorial: fix links) |
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==Manifest== | ==Manifest== | ||
− | New deadline must be installed by Monday the 11th. | + | New deadline: must be installed by Monday the 11th. |
The games for XNA Arcade need to be in the folder by Weds the 13th. | The games for XNA Arcade need to be in the folder by Weds the 13th. | ||
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Please take some time in class and make your sign and save it here | Please take some time in class and make your sign and save it here | ||
− | \\siam2\ClassFolders\XNAProgramming\Manifest | + | \\siam2\ClassFolders\XNAProgramming\Manifest\ |
− | + | Place your projects @ | |
− | + | * \\siam2\ClassFolders\XNAProgramming\Manifest\ForXbox\ | |
− | \\siam2\ClassFolders\XNAProgramming\Manifest\ForXbox | + | * \\siam2\ClassFolders\XNAProgramming\Manifest\ForXNAArcade\ |
− | |||
− | \\siam2\ClassFolders\XNAProgramming\Manifest\ForXNAArcade | ||
==Animation Tutorial== | ==Animation Tutorial== | ||
− | |||
*http://www.stromcode.com/2008/03/10/modelling-for-xna-with-blender-part-i/ | *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/2008/03/11/modelling-for-xna-with-blender-part-ii/ | ||
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*http://www.stromcode.com/2008/03/16/modeling-for-xna-with-blender-part-iv/ | *http://www.stromcode.com/2008/03/16/modeling-for-xna-with-blender-part-iv/ | ||
− | ==Mixing 2D and 3D== | + | ==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 | |
− | I forgot to show you last week that the | + | 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] |
− | You need to use SaveStateMode.SaveSate | ||
<pre>spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.SaveState); | <pre>spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.SaveState); | ||
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==Lighting== | ==Lighting== | ||
− | The | + | 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> | HLSL is Microsoft's High level implementation of FFE Fixed Function Pipeline implemented in video hardware.</p> | ||
− | GPU Hardware does two things The | + | GPU Hardware does two things. The vertex shader runs first and is rasterized to 2D, then the pixel shaders run. |
− | *Vertex Shader | + | * Vertex Shader |
− | *Pixel Shader | + | * Pixel Shader |
Lighting Demo with Basic Effect IntroMeshLights.zip | Lighting Demo with Basic Effect IntroMeshLights.zip | ||
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[http://creators.xna.com/en-US/sample/nonrealisticrendering Creators Club Non Realistic Render] | [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 | + | [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- | + | [http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series3/Per-pixel_lighting.php/ Per-pixel lighting] |
==SkyBox== | ==SkyBox== | ||
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IntroMeshLightsSkyBox.zip | IntroMeshLightsSkyBox.zip | ||
− | + | Skybox generator | |
− | |||
− | |||
− | http://www.stromcode.com/2008/03/30/building-an-xna-skybox-with-blender/ | + | ===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 21:43, 4 May 2009
Contents
Manifest
New deadline: must be installed by Monday the 11th.
The games for XNA Arcade need to be in the folder by Weds the 13th.
Please take some time in class and make your sign and save it here
\\siam2\ClassFolders\XNAProgramming\Manifest\
Place your projects @
- \\siam2\ClassFolders\XNAProgramming\Manifest\ForXbox\
- \\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 if you don't explicitly order everything in your Draw code. Saving states can be SLOOWWWWW and significantly reduce your performance. More info on RenderStates
spriteBatch.Begin(SpriteBlendMode.AlphaBlend, SpriteSortMode.Deferred, SaveStateMode.SaveState);
Lighting
The XNA basic effect is a simple implementation of a 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 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
Creators Club Non Realistic Render
SkyBox
IntroMeshLightsSkyBox.zip
Skybox generator