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

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.

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

Shawn Hargreaves just posted this: http://blogs.msdn.com/shawnhar/archive/2010/03/12/reach-vs-hidef.aspx I suggest you have a read through it if you are interested in the kinds of things I post on this blog, especially the Light Pre Pass technique. One of the key parts of Shawn’s article are the changes that will be made to Render Targets, and the bucketing … Read more

Light Pre-Pass Round 2

March 11th, 2010 | Posted by Michael 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

An update on LPP + Sample

February 21st, 2010 | Posted by Michael in DirectX | Programming | XNA - (1 Comments)

Hi everyone, first of all apologies for the delay. there has been quite a lot going on in my life, but I am working hard on getting the sample done. This time around I wanted to make sure I had a sample ready to go with the article, especially since the article will focus on … Read more