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 Cross-Platform Editing in Real-time
April 10th, 2011 | Posted by in Programming | XNA - (3 Comments)Reconstructing Position from Depth for Fullscreen Quads
June 29th, 2010 | Posted by in DirectX | Programming | Tips | XNA - (0 Comments)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
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
Light Pre-Pass Round 2
March 11th, 2010 | Posted by in DirectX | Games | Programming | XNA - (9 Comments)Those who have been following this blog know that I wrote an article about implementing a Light Pre-Pass renderer last year. Since then I have made numerous improvements and fixes as I have tried the system over different PC configurations. This time around I will be including those changes into the implementation, and also releasing … Read more
Just a quick note about the sample code download for the current Light Pre Pass tutorial, and probably future tutorials. I am in the process of cleaning up and commenting the code, and hope to have it out really soon. I am to have a complete tutorial with all the information on the page, however … Read more
Light Pre Pass in XNA: Basic Implementation
December 1st, 2009 | Posted by in DirectX | Programming | Xbox 360 | XNA - (13 Comments)NOTE: This article is now obsolete. An up-to-date sample and article can be found at http://mquandt.com/blog/2010/03/light-pre-pass-round-2/ In this part I will cover how to implement the basic form of the Light Pre Pass renderer, with support for point lights, and the basic Blinn-Phong shader, including Albedo texture support. As this article is fairly advanced in … Read more
As you can see, it is rendering correctly, and now I can begin writing about the implementation. Just have to clean some code, maybe improve one or two things. I hope to begin the article series (the previous entry was an intro) after my final exam on friday.
