ScriptTD v2 Planning

November 16th, 2011 | Posted by Michael in Programming | WP7 | XNA - (0 Comments)

Just a quick post to mention that I’m currently planning out features for ScriptTD version 2.0. so far I have some input from the discussion boards on the Codeplex site, and I’ve placed all of that into a Trello board that will let me plan out the roadmap for this version and future versions. If … Read more

ScriptTD

October 9th, 2011 | Posted by Michael in Games | Programming | XNA - (1 Comments)

I just realised I never posted about this. ScriptTD is a project I have been working on for the past year now, although we officially launched a couple of months ago, I’m still working on v2.0. The goal was to create a Tower Defense game engine for Windows Phone 7, allowing people with no coding … Read more

Blender 2.57b Tutorial

May 26th, 2011 | Posted by Michael in Programming | Tips | XNA - (0 Comments)

Charles Humphrey (Nemo Krad) has started a tutorial on the 2.57b release of Blender – the free and open source 3D modelling tool. He focuses on blender, but covers how you can use Blender to create content for XNA; and in future he plans to create content on working with Dual Textures and Skinned Animation. … Read more

One of the cool new features appearing in a lot of modern engines is the ability to work in an editor on the PC and have the level changes replicate on a running console build of the game in real-time. For commercial games this often happens over the high speed USB connection, however due to … Read more

XNA Tip #1

January 25th, 2011 | Posted by Michael in Programming | XNA - (0 Comments)

This is the first in what will probably be a random series of small posts about tips and tricks, and other notes about xna. When implementing the light pre-pass algorithm in XNA 4.0, I found that the alpha channel was messing around with my intermediate render targets. To resolve this, you need to create a … Read more

TechEd 2010 Academic Day Slides

August 31st, 2010 | Posted by Michael in Programming | Students | TechEd | XNA - (0 Comments)

As promised, here are my slides for my presentation on Windows Phone 7 during Academic Day at TechEd 2010.

I was recently invited to speak on a pre-day for faculty and students at TechEd Australia, held on the Gold Coast. The plan is to write up a little bit about each day, although it might not be up the same day, depending on internet availability. So today was Academic Day, in particular, for faculty … Read more

Recently I found an issue with an older article of mine that covered this topic, so I pulled it down until I could find the time to understand and fix the issue. After a bit of work I have fixed it and present this refresh. The key to deferred rendering and other techniques is the … Read more

Status June 2010

June 17th, 2010 | Posted by Michael in DirectX | Programming | XNA - (0 Comments)

Hi all, not dead. Apologies for the lack of updates, I am in the process of finishing an internship required for my university course, and it is a challenge to find good time to tackle some XNA issues and write posts. I am currently working on Directional light shadows for my engine, I have cascaded … Read more

[LPP] Ambient Lights

April 2nd, 2010 | Posted by Michael in DirectX | Programming | XNA - (5 Comments)

Ambient lights are used in modern games to fake the indirect illumination that exists in the real world. By adding a generally very weak light to the scene, we can avoid the 100% black shadows that really should not exist, all at a very low cost compared to proper indirect illumination or baked ambient light … Read more