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2007.09.29 | 6:29:24 GMT -08:00
posted by Devan Stormont (http://www.voyagegames.com)
Performance is a major issue in game design today. You must be able to measure your system ...
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2007.09.29 | 4:12:06 GMT -08:00
posted by Devan Stormont (http://www.voyagegames.com)
A common technique for getting the most mileage out of sprites is to use grids of sprite "tiles" to ...
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2007.09.29 | 4:11:18 GMT -08:00
posted by Devan Stormont (http://www.voyagegames.com)
The sample includes five different rendering techniques. To switch to the next technique, press the ...
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2007.09.29 | 4:10:43 GMT -08:00
posted by Devan Stormont (http://www.voyagegames.com)
Out of the box, the XNA Framework provides only partial support for animation. It defines an ...
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2007.09.29 | 4:10:04 GMT -08:00
posted by Devan Stormont (http://www.voyagegames.com)
A tank model is loaded through the content pipeline, and then rendered using a program-controlled ...
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2007.09.29 | 4:09:28 GMT -08:00
posted by Devan Stormont (http://www.voyagegames.com)
The shatter effect operates on every triangle in the model independently. For every triangle in the ...
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2007.09.29 | 4:08:44 GMT -08:00
posted by Devan Stormont (http://www.voyagegames.com)
The key message with all shader programming is flexibility. The fast, parallel floating-point math ...
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2007.09.29 | 4:08:05 GMT -08:00
posted by Devan Stormont (http://www.voyagegames.com)
This sample explains how to move lighting calculations to the pixel shader for high-quality ...
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2007.09.29 | 4:07:27 GMT -08:00
posted by Devan Stormont (http://www.voyagegames.com)
This sample shows how to combine texture operations with mathematical color operations to blend ...
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2007.09.29 | 4:06:54 GMT -08:00
posted by Devan Stormont (http://www.voyagegames.com)
This sample explores the diffuse and ambient lighting models and combines them into a simple ...
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